Core/Misc: Use std::chrono overload of Creature::DespawnOrUnsummon

(cherry picked from commit c39eb9b5041950ce3af89f82848bd3e1f3a6e0af)
This commit is contained in:
Carbenium
2022-01-23 23:56:25 +01:00
committed by Shauren
parent 58e1c091a2
commit b8a3ab880f
4 changed files with 4 additions and 4 deletions
@@ -615,7 +615,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*=
return; return;
} }
who->DespawnOrUnsummon(0, delayToRespawn); who->DespawnOrUnsummon(0s, delayToRespawn);
if (instance && who == me) if (instance && who == me)
instance->SetBossState(_bossId, FAIL); instance->SetBossState(_bossId, FAIL);
@@ -225,7 +225,7 @@ void EscortAI::UpdateAI(uint32 diff)
if (_instantRespawn) if (_instantRespawn)
{ {
if (!isEscort) if (!isEscort)
me->DespawnOrUnsummon(0, 1s); me->DespawnOrUnsummon(0s, 1s);
else else
me->GetMap()->Respawn(SPAWN_TYPE_CREATURE, me->GetSpawnId()); me->GetMap()->Respawn(SPAWN_TYPE_CREATURE, me->GetSpawnId());
} }
@@ -298,7 +298,7 @@ CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unit
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{ {
m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime m_owner.DespawnOrUnsummon(0s, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
return true; return true;
} }
+1 -1
View File
@@ -742,7 +742,7 @@ void Map::ScriptsProcess()
case SCRIPT_COMMAND_DESPAWN_SELF: case SCRIPT_COMMAND_DESPAWN_SELF:
// First try with target or source creature, then with target or source gameobject // First try with target or source creature, then with target or source gameobject
if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true)) if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
cSource->DespawnOrUnsummon(step.script->DespawnSelf.DespawnDelay); cSource->DespawnOrUnsummon(Milliseconds(step.script->DespawnSelf.DespawnDelay));
else if (GameObject* goSource = _GetScriptGameObjectSourceOrTarget(source, target, step.script, true)) else if (GameObject* goSource = _GetScriptGameObjectSourceOrTarget(source, target, step.script, true))
goSource->DespawnOrUnsummon(Milliseconds(step.script->DespawnSelf.DespawnDelay)); goSource->DespawnOrUnsummon(Milliseconds(step.script->DespawnSelf.DespawnDelay));
break; break;