Remove unsummon call on ForcedDespawn of TemporarySummon. They'll still despawn properly if not a manual spawn

This commit is contained in:
Prithu Parker
2017-12-07 02:46:36 +11:00
parent d8c1d5331d
commit 8b60809d8d
-7
View File
@@ -600,7 +600,6 @@ void Creature::Update(uint32 update_diff, uint32 diff)
break;
case DEAD:
{
if (m_respawnTime <= time(nullptr) && (!m_isSpawningLinked || GetMap()->GetCreatureLinkingHolder()->CanSpawn(this)))
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Respawning...");
@@ -1902,12 +1901,6 @@ void Creature::Respawn()
void Creature::ForcedDespawn(uint32 timeMSToDespawn)
{
if (IsTemporarySummon())
{
static_cast<TemporarySummon*>(this)->UnSummon(timeMSToDespawn);
return;
}
if (timeMSToDespawn)
{
ForcedDespawnDelayEvent *pEvent = new ForcedDespawnDelayEvent(*this);