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fix(Core/Pool): Fix degradation of pools over time (#19750)
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@@ -330,7 +330,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(obj.guid)))
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if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
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{
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rolledObjects.push_back(obj);
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break;
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@@ -340,9 +340,9 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
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if (!EqualChanced.empty() && rolledObjects.empty())
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{
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [/*triggerFrom, */&spawns](PoolObject const& object)
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
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{
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return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(object.guid);
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return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid);
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});
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Acore::Containers::RandomResize(rolledObjects, count);
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@@ -527,16 +527,18 @@ void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32
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// Method that does the respawn job on the specified creature
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template <>
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* /*obj*/)
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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{
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// Creature is still on map, nothing to do
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Despawn1Object(obj->guid);
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Spawn1Object(obj);
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}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* /*obj*/)
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
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// Gameobject is still on map, nothing to do
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Despawn1Object(obj->guid);
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Spawn1Object(obj);
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}
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// Nothing to do for a child Pool
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