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fix(DB/GameObject): correct Higher Learning pooled respawn cycle (#26439)
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@@ -0,0 +1,28 @@
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-- Higher Learning
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UPDATE `smart_scripts` SET
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`action_type` = 41,
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`action_param1` = 0,
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`action_param2` = 0,
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`action_param3` = 0,
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`action_param4` = 0,
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`action_param5` = 0,
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`action_param6` = 0,
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`comment` = 'Higher Learning - Timed Event Triggered - Force Despawn'
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WHERE `entryorguid` IN (
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192708, 192706, 192871, 192905,
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192710, 192886, 192869, 192880, 192895,
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192713, 192889, 192890, 192894, 192884,
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192866, 192891, 192872, 192881,
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192709, 192883, 192651, 192888,
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192711, 192653, 192887, 192652,
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192865, 192874, 192868, 192870, 192885,
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192867, 192882, 192707, 192896
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)
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AND `source_type` = 1
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AND `id` = 1
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AND `link` = 0
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AND `event_type` = 59
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AND `event_param1` = 1
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AND `action_type` = 99
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AND `action_param1` = 3
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AND `target_type` = 1;
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@@ -962,7 +962,10 @@ void GameObject::DespawnOrUnsummon(Milliseconds delay /*= 0ms*/, Seconds forceRe
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}
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}
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uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
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uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
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if (poolid)
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// Keep the current pooled gameobject reserved until its respawn timer expires.
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// GameObject::Update() will update the pool when the object is ready to respawn.
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if (poolid && !m_respawnTime)
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{
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{
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sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
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sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
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}
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}
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