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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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