bool DungeonPersistentState::CanBeUnload() const { // prevent unload if any bounded groups or online bounded player still exists return MapPersistentState::CanBeUnload() && !HasBounds() && !HasRespawnTimes(); }
bool WorldPersistentState::CanBeUnload() const { // prevent unload if used for loaded map // prevent unload if respawn data still exist (will not prevent reset by scheduler) return MapPersistentState::CanBeUnload() && !HasRespawnTimes(); }