feat(Core/Maps): Implement dynamic respawn rates (#21417)
Co-authored-by: r00ty-tc <r00ty-tc@users.noreply.github.com> Co-authored-by: Jelle Meeus <sogladev@gmail.com> Co-authored-by Treeston This is a partial cherry-pick of: https://github.com/TrinityCore/TrinityCore/pull/19056/commits/59db2eeea0a35028779fd76372ae06cc98c8086f
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@@ -897,6 +897,7 @@ void GameObject::Update(uint32 diff)
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return;
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}
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GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelayTime);
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m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelayTime;
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// if option not set then object will be saved at grid unload
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