Remove unsummon call on ForcedDespawn of TemporarySummon. They'll still despawn properly if not a manual spawn
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@@ -600,7 +600,6 @@ void Creature::Update(uint32 update_diff, uint32 diff)
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break;
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case DEAD:
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{
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if (m_respawnTime <= time(nullptr) && (!m_isSpawningLinked || GetMap()->GetCreatureLinkingHolder()->CanSpawn(this)))
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Respawning...");
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@@ -1902,12 +1901,6 @@ void Creature::Respawn()
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void Creature::ForcedDespawn(uint32 timeMSToDespawn)
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{
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if (IsTemporarySummon())
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{
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static_cast<TemporarySummon*>(this)->UnSummon(timeMSToDespawn);
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return;
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}
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if (timeMSToDespawn)
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{
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ForcedDespawnDelayEvent *pEvent = new ForcedDespawnDelayEvent(*this);
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