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refactor(Core/Misc): Make DeathState enum class (#17607)
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@@ -3829,7 +3829,7 @@ void Spell::EffectScriptEffect(SpellEffIndex effIndex)
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caster->RewardPlayerAndGroupAtEvent(18388, unitTarget);
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if (Creature* target = unitTarget->ToCreature())
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{
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target->setDeathState(CORPSE);
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target->setDeathState(DeathState::Corpse);
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target->RemoveCorpse();
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}
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}
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@@ -5247,7 +5247,7 @@ void Spell::EffectResurrectPet(SpellEffIndex /*effIndex*/)
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pet->Relocate(x, y, z, player->GetOrientation()); // This is needed so SaveStayPosition() will get the proper coords.
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pet->ReplaceAllDynamicFlags(UNIT_DYNFLAG_NONE);
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pet->RemoveUnitFlag(UNIT_FLAG_SKINNABLE);
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pet->setDeathState(ALIVE);
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pet->setDeathState(DeathState::Alive);
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pet->ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~(UNIT_STATE_POSSESSED))); // xinef: just in case
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pet->SetHealth(pet->CountPctFromMaxHealth(damage));
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pet->SetDisplayId(pet->GetNativeDisplayId());
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