disable zone persistence for now issue with doors/widgets disappearing
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6b73d3617a
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31fc7aea63
@ -2509,7 +2509,7 @@ Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, map<int32,
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int32 spawnTime = 0;
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int32 spawnTime = 0;
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if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
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/*if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
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spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id);
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spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id);
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else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
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else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
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spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id);
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spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id);
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@ -2520,7 +2520,7 @@ Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, map<int32,
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else if(spawnTime > 1) { // if not 1, respawn after time
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else if(spawnTime > 1) { // if not 1, respawn after time
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AddRespawn(spawnlocation->entities[i]->spawn_location_id, spawnTime);
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AddRespawn(spawnlocation->entities[i]->spawn_location_id, spawnTime);
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return nullptr;
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return nullptr;
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}
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}*/
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if (spawnlocation->conditional > 0) {
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if (spawnlocation->conditional > 0) {
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if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
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if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
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