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Reduced #repop time dramatically by taking down hundreds of individual SELECT/DELETE/INSERT queries in routines and bringing it down to very few
See: https://www.youtube.com/watch?v=9kSFbyTBuAk
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@@ -365,7 +365,7 @@ public:
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bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
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Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
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void UpdateSpawn2Timeleft(uint32 id, uint16 instance_id,uint32 timeleft);
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void UpdateRespawnTime(uint32 id, uint16 instance_id,uint32 timeleft);
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uint32 GetSpawnTimeLeft(uint32 id, uint16 instance_id);
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void UpdateSpawn2Status(uint32 id, uint8 new_status);
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