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refactor(Core/Misc): Make DeathState enum class (#17607)
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@@ -69,7 +69,7 @@ void WorldSession::HandleRepopRequestOpcode(WorldPacket& recv_data)
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// creatures can kill players
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// so if the server is lagging enough the player can
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// release spirit after he's killed but before he is updated
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if (GetPlayer()->getDeathState() == JUST_DIED)
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if (GetPlayer()->getDeathState() == DeathState::JustDied)
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{
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LOG_DEBUG("network", "HandleRepopRequestOpcode: got request after player {} ({}) was killed and before he was updated",
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GetPlayer()->GetName(), GetPlayer()->GetGUID().ToString());
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