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Send movement packet on creature/player death (expected for animation display, don't ask me why)
Don't bother in case of flying creatures, as there's already something sent --HG-- branch : trunk
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@@ -1487,6 +1487,11 @@ void Creature::setDeathState(DeathState s)
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SetHealth(0);
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SetPower(getPowerType(),0);
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// For some reason movement packet is always to be issued on death
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// send if not going to fall down
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if (!canFly() && !IsFlying())
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0);
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if ((canFly() || IsFlying()) && FallGround())
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return;
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@@ -1448,6 +1448,11 @@ void Player::setDeathState(DeathState s)
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
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// For some reason movement packet is always to be issued on death
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// send if not going to fall down
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if (!IsFlying() || GetTransport())
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0);
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}
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Unit::setDeathState(s);
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