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fix(Core/Pools): respawn nested pools when the same child pool is re-selected (#26791)
Co-authored-by: Gildor <gildor55@gmail.com>
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@@ -526,28 +526,14 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
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sPoolMgr->SaveQuestsToDB(false, false, true);
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}
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// Method that does the respawn job on the specified creature
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template <>
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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// Method that does the respawn job on the specified object
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template <typename T>
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void PoolGroup<T>::ReSpawn1Object(PoolObject* obj)
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{
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Despawn1Object(obj->guid);
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Spawn1Object(obj);
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}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
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Despawn1Object(obj->guid);
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Spawn1Object(obj);
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}
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// Nothing to do for a child Pool
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template <>
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void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
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{
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}
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// Nothing to do for a quest
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template <>
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void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)
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