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[11362] Really reset UNIT_DYNAMIC_FLAGS at player death
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parent
bacb39a724
commit
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2 changed files with 2 additions and 2 deletions
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@ -4564,7 +4564,7 @@ void Player::KillPlayer()
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SetDeathState(CORPSE);
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SetDeathState(CORPSE);
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//SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
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//SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
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SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
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ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
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ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
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// 6 minutes until repop at graveyard
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// 6 minutes until repop at graveyard
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11361"
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#define REVISION_NR "11362"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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