mirror of
https://github.com/mangosfour/server.git
synced 2025-12-12 19:37:03 +00:00
[10458] Changes to corpse decay/respawn times for creatures
*CORPSE_DECAY values adjusted (Rare/RareElite values are guessed) with more proper. *RATE_CORPSE_DECAY_LOOTED is now 0.0 as default and a modifier of the creatures spawntimesecs are used for corpse decay. Respawn time for creature is now set at death (result: database spawntimesecs are in most cases the time it takes from kill to respawn) Overall, this will affect four things: * corpse will stay visible longer before looted * corpse will stay visible longer after looted, when creature has long respawn time * creature without loot will "skip" the default decay times and then fix a "should respawn almost instant" -problem * creature with loot and very short respawn time may respawn instantly after looted Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
parent
c196045d15
commit
334398b3f7
7 changed files with 95 additions and 55 deletions
|
|
@ -797,7 +797,10 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
|
|||
cVictim->DeleteThreatList();
|
||||
// only lootable if it has loot or can drop gold
|
||||
cVictim->PrepareBodyLootState();
|
||||
// may have no loot, so update death timer if allowed
|
||||
cVictim->AllLootRemovedFromCorpse();
|
||||
}
|
||||
|
||||
// Call creature just died function
|
||||
if (cVictim->AI())
|
||||
cVictim->AI()->JustDied(this);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue