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fix(Core/SAI): Update SMART_ACTION_FORCE_DESPAWN to allow temporarily despawning gameobjects (#8340)
* fix(Core/SAI): Update SMART_ACTION_FORCE_DESPAWN to allow temporarily despawning gameobjects * brackets * Some improvements * restore the virtual
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@@ -810,11 +810,7 @@ public:
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return now;
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}
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void SetRespawnTime(int32 respawn)
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{
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m_respawnTime = respawn > 0 ? time(nullptr) + respawn : 0;
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m_respawnDelayTime = respawn > 0 ? respawn : 0;
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}
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void SetRespawnTime(int32 respawn);
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void Respawn();
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[[nodiscard]] bool isSpawned() const
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{
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@@ -826,6 +822,7 @@ public:
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void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
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[[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
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void Refresh();
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void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
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void Delete();
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void GetFishLoot(Loot* loot, Player* loot_owner);
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void GetFishLootJunk(Loot* loot, Player* loot_owner);
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@@ -872,7 +869,8 @@ public:
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[[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
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[[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
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void SaveRespawnTime() override;
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void SaveRespawnTime() override { SaveRespawnTime(0); }
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void SaveRespawnTime(uint32 forceDelay);
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Loot loot;
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@@ -985,6 +983,8 @@ protected:
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uint32 m_spellId;
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time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
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uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
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uint32 m_despawnDelay;
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Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
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LootState m_lootState;
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bool m_spawnedByDefault;
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uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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