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Fixed an issue that has surfaced with new code behaving how it should, breaking old code. Naked corpses were not despawning on their decay timers because of incorrect return logic on a database function
Removed ClearCorpseItems as it is no longer necessary as corpses deleted items appropriately when they are removed from the corpse General cleanup of functions and variables in corpse code
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+2
-2
@@ -69,7 +69,7 @@ public:
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inline uint32 GetDBID() { return corpse_db_id; }
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inline char* GetOwnerName() { return orgname;}
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void SetDecayTimer(uint32 decaytime);
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void SetDecayTimer(uint32 decay_time);
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bool IsEmpty() const;
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void AddItem(uint32 itemnum, uint16 charges, int16 slot = 0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
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uint32 GetWornItem(int16 equipSlot) const;
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@@ -99,7 +99,7 @@ public:
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void CompleteRezz();
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void SetPKItem(int32 id) { player_kill_item = id; }
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int32 GetPKItem() { return player_kill_item; }
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bool CanMobLoot(int charid);
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bool CanPlayerLoot(int charid);
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void AllowMobLoot(Mob *them, uint8 slot);
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void AddLooter(Mob *who);
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bool IsRezzed() { return rez; }
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