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authorQAston <qaston@gmail.com>2012-02-09 23:27:22 +0100
committerQAston <qaston@gmail.com>2012-02-09 23:27:59 +0100
commit5365bd25fae59a6ae225534b779bd6c14779599a (patch)
tree991674175222c9d460f05b38d214dc4e9db826c4 /src/server/game/Entities/Unit
parent4ba341e8921d1509724c53117411e493ca8a629e (diff)
Core/Spells: remove some workarounds about transform spells in corpse explosion script.
Diffstat (limited to 'src/server/game/Entities/Unit')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 5b18713740f..3859c8dcafe 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12704,14 +12704,6 @@ void Unit::setDeathState(DeathState s)
}
else if (s == JUST_ALIVED)
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
-
- if (oldDeathState != ALIVE && s == ALIVE)
- {
- // Reset display id on resurection - needed by corpse explosion to cleanup after display change
- // TODO: fix this
- if (!HasAuraType(SPELL_AURA_TRANSFORM))
- SetDisplayId(GetNativeDisplayId());
- }
}
/*########################################