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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/Player.cpp
parent91b8ee104eac7446f9b8cbea7ed9dce641740c8e (diff)
avoid send movement packet at death twice, cleanup
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 5c12feccbe0..ccab083f599 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -1448,11 +1448,6 @@ void Player::setDeathState(DeathState s)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
-
- // For some reason movement packet is always to be issued on death
- // send if not going to fall down
- if (!IsFlying() || GetTransport())
- SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0);
}
Unit::setDeathState(s);