diff options
| author | Treeston <treeston.mmoc@gmail.com> | 2018-09-12 15:28:03 +0200 |
|---|---|---|
| committer | Treeston <treeston.mmoc@gmail.com> | 2018-09-12 15:28:03 +0200 |
| commit | 7bc16e2ee6ace39588a991537ff28811000a16c2 (patch) | |
| tree | e85cf4acfa6c6e2f49a4e57de634c8e5311e034b /src | |
| parent | f50a8e5926372400e87337fdcdcd03fd68a8a4c6 (diff) | |
Core/Unit: Erm, so it turns out that releasing your spirit actually never set your death state to DEAD. It stayed as CORPSE. That's wrong, of course, but we didn't notice because zombie corpses (see f50a8e5).
Zombie corpses are gone, so now it caused a bug. That's fixed too. Closes #21873. (Finally.)
Diffstat (limited to 'src')
| -rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 12 | ||||
| -rw-r--r-- | src/server/game/Handlers/CharacterHandler.cpp | 16 |
2 files changed, 16 insertions, 12 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index cbd361d2e04..1f0cc2b8911 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -4505,6 +4505,7 @@ void Player::BuildPlayerRepop() GetMap()->AddToMap(corpse); // convert player body to ghost + setDeathState(DEAD); SetHealth(1); SetMovement(MOVE_WATER_WALK); @@ -17613,6 +17614,10 @@ bool Player::LoadFromDB(ObjectGuid guid, SQLQueryHolder *holder) GetSpellHistory()->LoadFromDB<Player>(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS)); + uint32 savedHealth = fields[55].GetUInt32(); + if (!savedHealth) + m_deathState = CORPSE; + // Spell code allow apply any auras to dead character in load time in aura/spell/item loading // Do now before stats re-calculation cleanup for ghost state unexpected auras if (!IsAlive()) @@ -17625,7 +17630,6 @@ bool Player::LoadFromDB(ObjectGuid guid, SQLQueryHolder *holder) UpdateAllStats(); // restore remembered power/health values (but not more max values) - uint32 savedHealth = fields[55].GetUInt32(); SetHealth(savedHealth); for (uint8 i = 0; i < MAX_POWERS; ++i) { @@ -17902,14 +17906,14 @@ void Player::LoadCorpse(PreparedQueryResult result) if (!IsAlive()) { - if (result && !HasAtLoginFlag(AT_LOGIN_RESURRECT)) + if (HasAtLoginFlag(AT_LOGIN_RESURRECT)) + ResurrectPlayer(0.5f); + else if (result) { Field* fields = result->Fetch(); _corpseLocation.WorldRelocate(fields[0].GetUInt16(), fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat()); ApplyModByteFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_FLAGS, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(_corpseLocation.GetMapId())->Instanceable()); } - else - ResurrectPlayer(0.5f); } RemoveAtLoginFlag(AT_LOGIN_RESURRECT); diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp index 1756fa8e967..a762a0a6aae 100644 --- a/src/server/game/Handlers/CharacterHandler.cpp +++ b/src/server/game/Handlers/CharacterHandler.cpp @@ -857,15 +857,8 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder) pCurrChar->LoadCorpse(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION)); // setting Ghost+speed if dead - if (pCurrChar->m_deathState != ALIVE) - { - // not blizz like, we must correctly save and load player instead... - if (pCurrChar->getRace() == RACE_NIGHTELF) - pCurrChar->CastSpell(pCurrChar, 20584, true);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) - pCurrChar->CastSpell(pCurrChar, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) - + if (pCurrChar->m_deathState == DEAD) pCurrChar->SetMovement(MOVE_WATER_WALK); - } pCurrChar->ContinueTaxiFlight(); @@ -998,6 +991,13 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder) // Handle Login-Achievements (should be handled after loading) _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN, 1); + // if we're loading a dead player, repop them to the GY after the load is finished + if (pCurrChar->getDeathState() == CORPSE) + { + pCurrChar->BuildPlayerRepop(); + pCurrChar->RepopAtGraveyard(); + } + sScriptMgr->OnPlayerLogin(pCurrChar, firstLogin); TC_METRIC_EVENT("player_events", "Login", pCurrChar->GetName()); |
