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fix(Core/Creature): Move DespawnOnEvade() respawn handling to map level (#17806)
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@@ -2102,8 +2102,10 @@ void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds forceRespawnTimer)
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if (forceRespawnTimer > Seconds::zero())
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{
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m_respawnTime = GameTime::GetGameTime().count() + forceRespawnTimer.count();
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m_respawnDelay = forceRespawnTimer.count();
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if (GetMap())
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{
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GetMap()->ScheduleCreatureRespawn(GetGUID(), forceRespawnTimer);
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}
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}
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}
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