From 8b60809d8dcdeebe27d4efab61aaa53255d4e0bf Mon Sep 17 00:00:00 2001 From: Prithu Parker Date: Thu, 7 Dec 2017 02:46:36 +1100 Subject: [PATCH] Remove unsummon call on ForcedDespawn of TemporarySummon. They'll still despawn properly if not a manual spawn --- src/game/Objects/Creature.cpp | 7 ------- 1 file changed, 7 deletions(-) diff --git a/src/game/Objects/Creature.cpp b/src/game/Objects/Creature.cpp index 39c1df047..81db2b17d 100644 --- a/src/game/Objects/Creature.cpp +++ b/src/game/Objects/Creature.cpp @@ -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(this)->UnSummon(timeMSToDespawn); - return; - } - if (timeMSToDespawn) { ForcedDespawnDelayEvent *pEvent = new ForcedDespawnDelayEvent(*this);