Core/Maps: Moved object respawn time storage from global to map level. This removes unneccessary locking since all objects run within its map's thread.
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@@ -543,7 +543,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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if (iMap && iMap->IsDungeon())
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((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
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sObjectMgr->DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
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iMap->DeleteRespawnTimes();
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// Free up the instance id and allow it to be reused
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sMapMgr->FreeInstanceId(instanceId);
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