diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 820e4b346..5fc2df447 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -4514,6 +4514,8 @@ void Player::RemoveCorpse() CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); Corpse::DeleteFromDB(GetGUID(), trans); CharacterDatabase.CommitTransaction(trans); + + _corpseLocation.WorldRelocate(); } void Player::SpawnCorpseBones(bool triggerSave /*= true*/) diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp index b1a5fd732..11d5a7ed7 100644 --- a/src/server/game/Handlers/MovementHandler.cpp +++ b/src/server/game/Handlers/MovementHandler.cpp @@ -193,7 +193,7 @@ void WorldSession::HandleMoveWorldportAck() { if (mEntry->IsDungeon()) { - GetPlayer()->ResurrectPlayer(0.5f, false); + GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->SpawnCorpseBones(); } } @@ -203,7 +203,7 @@ void WorldSession::HandleMoveWorldportAck() // resurrect character upon entering instance when the corpse is not available anymore if (GetPlayer()->GetCorpseLocation().GetMapId() == mEntry->MapID) { - GetPlayer()->ResurrectPlayer(0.5f, false); + GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->RemoveCorpse(); } }