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authorsilver1ce <none@none>2010-03-07 18:17:37 +0200
committersilver1ce <none@none>2010-03-07 18:17:37 +0200
commit9a8f10fa3067ca65c2e69ac610d8950c3b384125 (patch)
tree32469e8f7ef525eb43ad7c8088d2aa695566b1c1 /src/game/Creature.cpp
parent91b8ee104eac7446f9b8cbea7ed9dce641740c8e (diff)
avoid send movement packet at death twice, cleanup
--HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.cpp')
-rw-r--r--src/game/Creature.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 4e6891ba5b9..4b31668db62 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -1484,14 +1484,6 @@ void Creature::setDeathState(DeathState s)
if(m_formation && m_formation->getLeader() == this)
m_formation->FormationReset(true);
- SetHealth(0);
- SetPower(getPowerType(),0);
-
- // For some reason movement packet is always to be issued on death
- // send if not going to fall down
- if (!canFly() && !IsFlying())
- SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0);
-
if ((canFly() || IsFlying()) && FallGround())
return;