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[Cleanup] use std::make_unique (#1259)
* Convert common/eq_limits.cpp to use make_unique * Convert common/net/console_server.cpp to use make_unique * Convert common/net/servertalk_client_connection.cpp to use make_unique * Convert common/net/servertalk_legacy_client_connection.cpp to use make_unique * Convert common/net/servertalk_server.cpp to use make_unique * Convert common/net/websocket_server.cpp to use make_unique * Convert common/net/websocket_server_connection.cpp to use make_unique * Convert common/shareddb.cpp to use make_unique * Convert eqlaunch/worldserver.cpp to use make_unique * Convert loginserver/server_manager.cpp to use make_unique * Convert loginserver/world_server.cpp to use make_unique * Convert queryserv/worldserver.cpp to use make_unique * Convert ucs/worldserver.cpp to use make_unique * Convert world/clientlist.cpp to use make_unique * Convert world/expedition.cpp to use make_unique * Convert world/launcher_link.cpp to use make_unique * Convert world/login_server.cpp to use make_unique * Convert world/main.cpp to use make_unique * Convert world/ucs.cpp to use make_unique * Convert world/web_interface.cpp to use make_unique * Convert world/zonelist.cpp to use make_unique * Convert world/zoneserver.cpp to use make_unique * Convert zone/client.cpp to use make_unique * Convert zone/corpse.cpp to use make_unique * Convert zone/dynamiczone.cpp to use make_unique * Convert zone/expedition.cpp to use make_unique * Convert zone/main.cpp to use make_unique * Convert zone/mob_ai.cpp to use make_unique * Convert zone/mob_movement_manager.cpp to use make_unique * Convert zone/pathfinder_nav_mesh.cpp to use make_unique * Convert zone/worldserver.cpp to use make_unique
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@@ -1631,7 +1631,7 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
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void Corpse::SendWorldSpawnPlayerCorpseInZone(uint32_t zone_id)
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{
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auto pack = std::unique_ptr<ServerPacket>(new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct)));
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auto pack = std::make_unique<ServerPacket>(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
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SpawnPlayerCorpse_Struct* spc = reinterpret_cast<SpawnPlayerCorpse_Struct*>(pack->pBuffer);
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spc->player_corpse_id = corpse_db_id;
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spc->zone_id = zone_id;
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