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Core/DBC Move WorldSafeLocs.dbc storage to DB (#932)
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@@ -25,6 +25,7 @@
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#include "ScriptMgr.h"
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#include "CreatureAI.h"
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#include "SpellInfo.h"
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#include "GameGraveyard.h"
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enum StableResultCode
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{
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@@ -446,10 +447,10 @@ void WorldSession::SendSpiritResurrect()
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_player->DurabilityLossAll(0.25f, true);
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// get corpse nearest graveyard
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WorldSafeLocsEntry const* corpseGrave = NULL;
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GraveyardStruct const* corpseGrave = NULL;
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Corpse* corpse = _player->GetCorpse();
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if (corpse)
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corpseGrave = sObjectMgr->GetClosestGraveyard(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeamId());
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corpseGrave = sGraveyard->GetClosestGraveyard(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeamId());
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// now can spawn bones
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_player->SpawnCorpseBones();
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@@ -457,10 +458,10 @@ void WorldSession::SendSpiritResurrect()
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// teleport to nearest from corpse graveyard, if different from nearest to player ghost
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if (corpseGrave)
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{
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WorldSafeLocsEntry const* ghostGrave = sObjectMgr->GetClosestGraveyard(_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeamId());
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GraveyardStruct const* ghostGrave = sGraveyard->GetClosestGraveyard(_player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeamId());
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if (corpseGrave != ghostGrave)
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_player->TeleportTo(corpseGrave->map_id, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
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_player->TeleportTo(corpseGrave->Map, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
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// or update at original position
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//else
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// _player->UpdateObjectVisibility(); // xinef: not needed, called in ResurrectPlayer
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