Core: It would help if we would actually load gameobject data before checking respawn links if we want to validate linked_respawn data properly
--HG-- branch : trunk
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@@ -1348,9 +1348,6 @@ void World::SetInitialWorldSettings()
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sLog->outString("Loading Creature Data...");
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sLog->outString("Loading Creature Data...");
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sObjectMgr->LoadCreatures();
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sObjectMgr->LoadCreatures();
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sLog->outString("Loading Creature Linked Respawn...");
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sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures()
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sLog->outString("Loading pet levelup spells...");
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sLog->outString("Loading pet levelup spells...");
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sSpellMgr->LoadPetLevelupSpellMap();
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sSpellMgr->LoadPetLevelupSpellMap();
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@@ -1372,6 +1369,9 @@ void World::SetInitialWorldSettings()
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sLog->outString("Loading Gameobject Respawn Data..."); // must be after PackInstances()
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sLog->outString("Loading Gameobject Respawn Data..."); // must be after PackInstances()
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sObjectMgr->LoadGameobjectRespawnTimes();
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sObjectMgr->LoadGameobjectRespawnTimes();
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sLog->outString("Loading Creature Linked Respawn...");
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sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures(), LoadGameObjects()
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sLog->outString("Loading Objects Pooling Data..."); // TODOLEAK: scope
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sLog->outString("Loading Objects Pooling Data..."); // TODOLEAK: scope
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sPoolMgr->LoadFromDB();
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sPoolMgr->LoadFromDB();
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