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[Bug Fix] Fix Corpses "Disappearing" (#4275)
This fixes corpses "disappearing" by fixing the graveyard check. Prior to the corpse overhaul (#3938), moving corpses to graveyards was assumed successful and automatically removed from the process. Note: Will open a separate issue for the graveyard timer handling. ## Type of change Please delete options that are not relevant. - [x] Bug fix (non-breaking change which fixes an issue) # Testing Attach images and describe testing done to validate functionality. Clients tested: RoF2 # Checklist - [x] I have tested my changes - [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context. - [x] I own the changes of my code and take responsibility for the potential issues that occur
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@ -991,9 +991,11 @@ bool Corpse::Process()
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}
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if (m_corpse_graveyard_timer.Check()) {
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MovePlayerCorpseToGraveyard();
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m_corpse_graveyard_timer.Disable();
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return false;
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if (MovePlayerCorpseToGraveyard()) {
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m_corpse_graveyard_timer.Disable();
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return false;
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}
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return true; // If the corpse was not moved, continue the corpse in the process rather than put in limbo
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}
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// Player is offline. If rez timer is enabled, disable it and save corpse.
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