diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 28 |
1 files changed, 15 insertions, 13 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index e558c19af21..691aa758912 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -4829,30 +4829,32 @@ void Player::RepopAtGraveyard() SpawnCorpseBones(); } - WorldSafeLocsEntry const* closestGrave = nullptr; - if (Battleground* bg = GetBattleground()) - closestGrave = bg->GetClosestGraveyard(this); - else if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetMap(), GetZoneId())) - closestGrave = bf->GetClosestGraveyard(this); - else if (InstanceScript* instance = GetInstanceScript()) - closestGrave = sObjectMgr->GetWorldSafeLoc(instance->GetEntranceLocation()); + WorldSafeLocsEntry const* ClosestGrave; - if (!closestGrave) - closestGrave = sObjectMgr->GetClosestGraveyard(*this, GetTeam(), this); + // Special handle for battleground maps + if (Battleground* bg = GetBattleground()) + ClosestGrave = bg->GetClosestGraveyard(this); + else + { + if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetMap(), GetZoneId())) + ClosestGrave = bf->GetClosestGraveyard(this); + else + ClosestGrave = sObjectMgr->GetClosestGraveyard(*this, GetTeam(), this); + } // stop countdown until repop m_deathTimer = 0; // if no grave found, stay at the current location // and don't show spirit healer location - if (closestGrave) + if (ClosestGrave) { - TeleportTo(closestGrave->Loc, shouldResurrect ? TELE_REVIVE_AT_TELEPORT : TELE_TO_NONE); + TeleportTo(ClosestGrave->Loc, shouldResurrect ? TELE_REVIVE_AT_TELEPORT : TELE_TO_NONE); if (isDead()) // not send if alive, because it used in TeleportTo() { WorldPackets::Misc::DeathReleaseLoc packet; - packet.MapID = closestGrave->Loc.GetMapId(); - packet.Loc = closestGrave->Loc; + packet.MapID = ClosestGrave->Loc.GetMapId(); + packet.Loc = ClosestGrave->Loc; SendDirectMessage(packet.Write()); } } |