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authormegamage <none@none>2009-04-11 23:11:37 -0500
committermegamage <none@none>2009-04-11 23:11:37 -0500
commitf1b2e437a44f045ba68b9b52d46071c60f9d8e78 (patch)
tree46db5169f8d98a8c6aa70280bcf3c20ab5b4fa1f /src/game/MovementHandler.cpp
parent88b4ecdb039fcbb67916fe908638ac02a32143f1 (diff)
[7652] Fixed unexpected GM death at deep swim. Author: VladimirMangos
--HG-- branch : trunk
Diffstat (limited to 'src/game/MovementHandler.cpp')
-rw-r--r--src/game/MovementHandler.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/game/MovementHandler.cpp b/src/game/MovementHandler.cpp
index b5cf2b410b9..64c4fecdb53 100644
--- a/src/game/MovementHandler.cpp
+++ b/src/game/MovementHandler.cpp
@@ -319,10 +319,14 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
if(plMover->isAlive())
{
plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
- // change the death state to CORPSE to prevent the death timer from
- // starting in the next player update
- plMover->KillPlayer();
- plMover->BuildPlayerRepop();
+ // pl can be alive if GM/etc
+ if(!plMover->isAlive())
+ {
+ // change the death state to CORPSE to prevent the death timer from
+ // starting in the next player update
+ plMover->KillPlayer();
+ plMover->BuildPlayerRepop();
+ }
}
// cancel the death timer here if started