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fix(Core/Map): Dynamic respawns: preserve original respawn timer and skip rares (#21440)
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@@ -897,8 +897,8 @@ 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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uint32 dynamicRespawnDelay = GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelayTime);
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m_respawnTime = GameTime::GetGameTime().count() + dynamicRespawnDelay;
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// if option not set then object will be saved at grid unload
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if (GetMap()->IsDungeon())
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