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authorShauren <shauren.trinity@gmail.com>2011-09-30 18:40:09 +0200
committerShauren <shauren.trinity@gmail.com>2011-09-30 18:40:09 +0200
commitcde2427cabd085e037b46af49c1ba775cdc35d27 (patch)
tree602909b44d7fe0a94e1906adc5432995dd0645e8 /src
parentda54fb92d51ce650275cd31ae888fe9cbc02e5d1 (diff)
Core/Movement: Players should not get instantly teleported to graveyard when falling under map
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Server/Protocol/Handlers/MovementHandler.cpp10
1 files changed, 2 insertions, 8 deletions
diff --git a/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp b/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
index 62ee55b903b..bf971cae32f 100755
--- a/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
+++ b/src/server/game/Server/Protocol/Handlers/MovementHandler.cpp
@@ -374,17 +374,11 @@ void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
// pl can be alive if GM/etc
+ // change the death state to CORPSE to prevent the death timer from
+ // starting in the next player update
if (!plMover->isAlive())
- {
- // change the death state to CORPSE to prevent the death timer from
- // starting in the next player update
plMover->KillPlayer();
- plMover->BuildPlayerRepop();
- }
}
-
- // cancel the death timer here if started
- plMover->RepopAtGraveyard();
}
}
}