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fix(Core/Creature): Allow temp summons to respawn when despawning on … (#21363)
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@@ -2198,7 +2198,7 @@ void Creature::DespawnOnEvade(Seconds respawnDelay)
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if (TempSummon* whoSummon = ToTempSummon())
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{
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LOG_WARN("entities.unit", "DespawnOnEvade called on a temporary summon.");
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GetMap()->ScheduleCreatureRespawn(GetGUID(), respawnDelay, GetHomePosition());
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whoSummon->UnSummon();
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return;
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}
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@@ -310,13 +310,9 @@ void TempSummon::UnSummon(uint32 msTime)
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if (WorldObject* owner = GetSummoner())
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{
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if (owner->IsCreature() && owner->ToCreature()->IsAIEnabled)
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{
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owner->ToCreature()->AI()->SummonedCreatureDespawn(this);
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}
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else if (owner->IsGameObject() && owner->ToGameObject()->AI())
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{
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owner->ToGameObject()->AI()->SummonedCreatureDespawn(this);
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}
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}
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AddObjectToRemoveList();
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@@ -3718,12 +3718,14 @@ void Map::RemoveOldCorpses()
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}
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}
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void Map::ScheduleCreatureRespawn(ObjectGuid creatureGuid, Milliseconds respawnTimer)
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void Map::ScheduleCreatureRespawn(ObjectGuid creatureGuid, Milliseconds respawnTimer, Position pos)
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{
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_creatureRespawnScheduler.Schedule(respawnTimer, [this, creatureGuid](TaskContext)
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_creatureRespawnScheduler.Schedule(respawnTimer, [this, creatureGuid, pos](TaskContext)
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{
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if (Creature* creature = GetCreature(creatureGuid))
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creature->Respawn();
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else
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SummonCreature(creatureGuid.GetEntry(), pos);
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});
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}
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@@ -596,7 +596,7 @@ public:
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TaskScheduler _creatureRespawnScheduler;
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void ScheduleCreatureRespawn(ObjectGuid /*creatureGuid*/, Milliseconds /*respawnTimer*/);
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void ScheduleCreatureRespawn(ObjectGuid /*creatureGuid*/, Milliseconds /*respawnTimer*/, Position pos = Position());
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void LoadCorpseData();
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void DeleteCorpseData();
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