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[12731] Fixed build, sorry for typos, i need to take a break...
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e8558404e6
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2 changed files with 7 additions and 11 deletions
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@ -683,25 +683,21 @@ void WorldSession::HandleReturnToGraveyard(WorldPacket& /*recvPacket*/)
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if (pPlayer->isAlive() || !pPlayer->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
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return;
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Corpse* pCorpse = pPlayer->GetCorpse();
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if (!pCorpse)
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return;
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WorldSafeLocsEntry const* ClosestGrave = NULL;
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// Special handle for battleground maps
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if (BattleGround* bg = GetBattleGround())
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ClosestGrave = bg->GetClosestGraveYard(this);
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if (BattleGround* bg = pPlayer->GetBattleGround())
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ClosestGrave = bg->GetClosestGraveYard(pPlayer);
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else
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ClosestGrave = sObjectMgr.GetClosestGraveYard(pCorpse->GetPositionX(), pCorpse->GetPositionY(), pCoprse->GetPositionZ(), pCorpse->GetMapId(), pPlayer->GetTeam());
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ClosestGrave = sObjectMgr.GetClosestGraveYard(pPlayer->GetCorpse()->GetPositionX(), pPlayer->GetCorpse()->GetPositionY(), pPlayer->GetCorpse()->GetPositionZ(), pPlayer->GetCorpse()->GetMapId(), pPlayer->GetTeam());
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// if no grave found, stay at the current location
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// and don't show spirit healer location
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if (ClosestGrave)
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{
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bool updateVisibility = pPlayer->IsInWorld() && pCorpse->GetMapId() == ClosestGrave->map_id;
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TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, pPlayer->GetOrientation());
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if (isDead()) // not send if alive, because it used in TeleportTo()
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bool updateVisibility = pPlayer->IsInWorld() && pPlayer->GetCorpse()->GetMapId() == ClosestGrave->map_id;
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pPlayer->TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, pPlayer->GetOrientation());
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if (pPlayer->isDead()) // not send if alive, because it used in TeleportTo()
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{
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WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap
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data << ClosestGrave->map_id;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "12730"
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#define REVISION_NR "12731"
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#endif // __REVISION_NR_H__
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