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@@ -1064,7 +1064,7 @@ void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) {
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if(initial_login || client->IsConnected()) {
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MutexMap<int32, float >::iterator spawn_iter = spawn_range_map.Get(client)->begin();
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while(spawn_iter.Next()) {
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- spawn = GetSpawnByID(spawn_iter->first);
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+ spawn = GetSpawnByID(spawn_iter->first, true);
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if(spawn && spawn->GetPrivateQuestSpawn()) {
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if(!spawn->IsPrivateSpawn())
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spawn->AddAllowAccessSpawn(spawn);
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@@ -2293,12 +2293,12 @@ void ZoneServer::ProcessSpawnLocations()
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{
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if ( this->IsInstanceZone() )
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{
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- LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
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+ //LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
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ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
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}
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else
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{
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- LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
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+ //LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
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ProcessSpawnLocation(itr->second);
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}
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}
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@@ -5802,6 +5802,7 @@ void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
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}
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void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
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+ if ( spawn->GetFactionID() < 1 || !spawn->EngagedInCombat())
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// If faction based combat is not allowed then no need to run the loops so just return out
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if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
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return;
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