From a35ec4c35a28b45207f74ba6803677ca2e794275 Mon Sep 17 00:00:00 2001 From: MitchesD Date: Sun, 21 Jun 2015 13:40:24 +0200 Subject: Core/Creature: fixed loading of creature auras on respawn, deathState needs to be set to ALIVE before trying to AddAuras (which fails with different deathState than ALIVE) Closes https://github.com/TrinityCore/TrinityCore/issues/4150 (cherry picked from commit 530074f453c568dc4065994ad908d3bfc7388534) --- src/server/game/Entities/Creature/Creature.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 809c76c260a..a91bbf00735 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -1507,11 +1507,11 @@ void Creature::setDeathState(DeathState s) SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag); ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~UNIT_STATE_IGNORE_PATHFINDING)); SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool)); - LoadCreaturesAddon(true); Motion_Initialize(); if (GetCreatureData() && GetPhaseMask() != GetCreatureData()->phaseMask) SetPhaseMask(GetCreatureData()->phaseMask, false); Unit::setDeathState(ALIVE); + LoadCreaturesAddon(true); } } -- cgit v1.2.3