Core/Spawns: Exterminate CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY with extreme prejudice. (It didn't work anyway.)
(cherry picked from commit 26440857c1a74031ea0a0234ca0b0fcb09b6bcb0)
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@@ -669,7 +669,7 @@ void GameObject::Update(uint32 diff)
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SetRespawnTime(WEEK);
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else
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
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SaveRespawnTime(); // also save to DB immediately
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SaveRespawnTime();
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return;
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}
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@@ -730,7 +730,7 @@ void GameObject::Update(uint32 diff)
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// Set respawn timer
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if (!m_respawnCompatibilityMode && m_respawnTime > 0)
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SaveRespawnTime(0, false);
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SaveRespawnTime();
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if (isSpawned())
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{
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@@ -967,22 +967,13 @@ void GameObject::Update(uint32 diff)
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// if option not set then object will be saved at grid unload
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// Otherwise just save respawn time to map object memory
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if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
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SaveRespawnTime();
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SaveRespawnTime();
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if (!m_respawnCompatibilityMode)
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{
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// Respawn time was just saved if set to save to DB
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// If not, we save only to map memory
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if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
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SaveRespawnTime(0, false);
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// Then despawn
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if (m_respawnCompatibilityMode)
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DestroyForNearbyPlayers();
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else
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AddObjectToRemoveList();
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return;
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}
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DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
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break;
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}
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@@ -1389,7 +1380,7 @@ bool GameObject::IsDestructibleBuilding() const
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return gInfo->type == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING;
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}
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void GameObject::SaveRespawnTime(uint32 forceDelay, bool savetodb)
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void GameObject::SaveRespawnTime(uint32 forceDelay)
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{
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if (m_goData && (forceDelay || m_respawnTime > GameTime::GetGameTime()) && m_spawnedByDefault)
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{
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@@ -1400,7 +1391,7 @@ void GameObject::SaveRespawnTime(uint32 forceDelay, bool savetodb)
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}
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uint32 thisRespawnTime = forceDelay ? GameTime::GetGameTime() + forceDelay : m_respawnTime;
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GetMap()->SaveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId, GetEntry(), thisRespawnTime, GetZoneId(), Trinity::ComputeGridCoord(GetPositionX(), GetPositionY()).GetId(), m_goData->dbData ? savetodb : false);
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GetMap()->SaveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId, GetEntry(), thisRespawnTime, GetZoneId(), Trinity::ComputeGridCoord(GetPositionX(), GetPositionY()).GetId());
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}
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}
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