fix(Core/Pools): respawn nested pools when the same child pool is re-selected (#26791)

Co-authored-by: Gildor <gildor55@gmail.com>
This commit is contained in:
Andrew
2026-07-25 18:10:15 -03:00
committed by GitHub
parent 1d271a3326
commit afc33e7b28

View File

@@ -526,28 +526,14 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
sPoolMgr->SaveQuestsToDB(false, false, true);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
// Method that does the respawn job on the specified object
template <typename T>
void PoolGroup<T>::ReSpawn1Object(PoolObject* obj)
{
Despawn1Object(obj->guid);
Spawn1Object(obj);
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
Despawn1Object(obj->guid);
Spawn1Object(obj);
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
{
}
// Nothing to do for a quest
template <>
void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)