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authorNay <dnpd.dd@gmail.com>2012-08-30 22:44:33 +0100
committerNay <dnpd.dd@gmail.com>2012-08-30 22:44:33 +0100
commite3d9768a50a3b2b700d65e0cc96e697a5c9d22dc (patch)
tree221f2bc4bd2745ab9bcc7389523f4a43d8ac8b11 /src/server/game/Entities/Object
parentabbb896cfb73017cf1c313d597984a9ce0a9dcab (diff)
Core: Fix many "errors"/warnings and coding style (3)
Game Errors were found using Cppcheck, open-source static analysis tool
Diffstat (limited to 'src/server/game/Entities/Object')
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 2e4ad07f86d..fe5d32b9b95 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1764,10 +1764,10 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
return true;
- bool corpseCheck = false;
bool corpseVisibility = false;
if (distanceCheck)
{
+ bool corpseCheck = false;
if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state