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@DDuarte
Created January 22, 2015 21:53
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Fix max_limit = 0
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index 257c279..a37ce41 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -315,6 +315,11 @@ template <class T>
void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom)
{
uint32 lastDespawned = 0;
+
+ // If limit is 0 try to spawn everything
+ if (limit == 0)
+ limit = EqualChanced.size() + ExplicitlyChanced.size();
+
int count = limit - spawns.GetActiveObjectCount(poolId);
// If triggered from some object respawn this object is still marked as spawned
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