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authorDisassembler <none@none>2009-05-04 16:54:35 +0200
committerDisassembler <none@none>2009-05-04 16:54:35 +0200
commit92cfbad2b2f1bcf4e3cbf68b508d62e595eca566 (patch)
tree2afc13b0bafa7adcdd5f3756e664e6b62595acd2 /src/game/Player.cpp
parent2797d699363396c215cf5ecd603f7fae56cbc39d (diff)
Backport from TC2 (resp. Mangos) conf options Death.Bones.* for disable bones
creating from corpse in world zones or in arena/bg. --HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 743d457d689..341742dd3b1 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -7247,7 +7247,7 @@ void Player::RemovedInsignia(Player* looterPlr)
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
- Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
+ Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
if (!bones)
return;