fix(Core/Maps): don't block hard-reset and self-linked creatures from respawning (#26729)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Øyvind Bertelsen
2026-07-22 03:38:03 +02:00
committed by GitHub
parent 815e04c383
commit 7402f1461a

View File

@@ -2792,14 +2792,20 @@ void Map::ProcessCreatureRespawn(ObjectGuid::LowType spawnId)
}
// Check linked_respawn: don't spawn if the master creature is still dead.
// This mirrors the check in Creature::Respawn() for compat-mode creatures.
// This mirrors the check in Creature::Respawn() for compat-mode creatures:
// hard-reset creatures bypass it (they despawn on evade and must always
// come back), and a creature linked to itself never auto-respawns.
ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::Unit>(data->id, spawnId);
time_t linkedRespawntime = GetLinkedRespawnTime(dbtableHighGuid);
if (linkedRespawntime)
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(data->id);
if (linkedRespawntime && !(cInfo && cInfo->HasFlagsExtra(CREATURE_FLAG_EXTRA_HARD_RESET)))
{
// Master is still dead; re-queue at the master's respawn time + a small offset.
time_t now = GameTime::GetGameTime().count();
time_t newRespawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE);
time_t newRespawnTime;
if (sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid) == dbtableHighGuid)
newRespawnTime = now + DAY; // if linking self, never respawn (check delayed to next day)
else
newRespawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // master is still dead; re-queue at the master's respawn time + a small offset
SaveCreatureRespawnTime(spawnId, newRespawnTime);
return;
}