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fix(Core/Map): Dynamic respawns: preserve original respawn timer and skip rares (#21440)
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@@ -1975,8 +1975,8 @@ void Creature::setDeathState(DeathState state, bool despawn)
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if (state == DeathState::JustDied)
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{
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m_corpseRemoveTime = GameTime::GetGameTime().count() + m_corpseDelay;
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GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelay);
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m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay + m_corpseDelay;
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uint32 dynamicRespawnDelay = GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelay);
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m_respawnTime = GameTime::GetGameTime().count() + dynamicRespawnDelay + m_corpseDelay;
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// always save boss respawn time at death to prevent crash cheating
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if (GetMap()->IsDungeon() || isWorldBoss() || GetCreatureTemplate()->rank >= CREATURE_ELITE_ELITE)
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