[11362] Really reset UNIT_DYNAMIC_FLAGS at player death

This commit is contained in:
VladimirMangos 2011-04-15 18:42:42 +04:00
parent bacb39a724
commit 6c22335e9a
2 changed files with 2 additions and 2 deletions

View file

@ -4564,7 +4564,7 @@ void Player::KillPlayer()
SetDeathState(CORPSE); SetDeathState(CORPSE);
//SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE); SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable()); ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
// 6 minutes until repop at graveyard // 6 minutes until repop at graveyard

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "11361" #define REVISION_NR "11362"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__