[12731] Fixed build, sorry for typos, i need to take a break...

This commit is contained in:
sanctum32 2013-11-18 02:09:18 +02:00 committed by Antz
parent e8558404e6
commit f414c377df
2 changed files with 7 additions and 11 deletions

View file

@ -683,25 +683,21 @@ void WorldSession::HandleReturnToGraveyard(WorldPacket& /*recvPacket*/)
if (pPlayer->isAlive() || !pPlayer->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) if (pPlayer->isAlive() || !pPlayer->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
return; return;
Corpse* pCorpse = pPlayer->GetCorpse();
if (!pCorpse)
return;
WorldSafeLocsEntry const* ClosestGrave = NULL; WorldSafeLocsEntry const* ClosestGrave = NULL;
// Special handle for battleground maps // Special handle for battleground maps
if (BattleGround* bg = GetBattleGround()) if (BattleGround* bg = pPlayer->GetBattleGround())
ClosestGrave = bg->GetClosestGraveYard(this); ClosestGrave = bg->GetClosestGraveYard(pPlayer);
else else
ClosestGrave = sObjectMgr.GetClosestGraveYard(pCorpse->GetPositionX(), pCorpse->GetPositionY(), pCoprse->GetPositionZ(), pCorpse->GetMapId(), pPlayer->GetTeam()); ClosestGrave = sObjectMgr.GetClosestGraveYard(pPlayer->GetCorpse()->GetPositionX(), pPlayer->GetCorpse()->GetPositionY(), pPlayer->GetCorpse()->GetPositionZ(), pPlayer->GetCorpse()->GetMapId(), pPlayer->GetTeam());
// if no grave found, stay at the current location // if no grave found, stay at the current location
// and don't show spirit healer location // and don't show spirit healer location
if (ClosestGrave) if (ClosestGrave)
{ {
bool updateVisibility = pPlayer->IsInWorld() && pCorpse->GetMapId() == ClosestGrave->map_id; bool updateVisibility = pPlayer->IsInWorld() && pPlayer->GetCorpse()->GetMapId() == ClosestGrave->map_id;
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, pPlayer->GetOrientation()); pPlayer->TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, pPlayer->GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo() if (pPlayer->isDead()) // not send if alive, because it used in TeleportTo()
{ {
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap
data << ClosestGrave->map_id; data << ClosestGrave->map_id;

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 "12730" #define REVISION_NR "12731"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__