Fix mana set to 0 when mob dies. Thanks Malcrom.
--HG-- branch : trunk
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@@ -1484,6 +1484,9 @@ void Creature::setDeathState(DeathState s)
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if(m_formation && m_formation->getLeader() == this)
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m_formation->FormationReset(true);
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SetHealth(0);
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SetPower(getPowerType(),0);
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if ((canFly() || IsFlying()) && FallGround())
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return;
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@@ -1564,7 +1567,6 @@ void Creature::Respawn(bool force)
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if (m_isDeadByDefault)
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{
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setDeathState(JUST_DIED);
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SetHealth(0);
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i_motionMaster.Clear();
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clearUnitState(UNIT_STAT_ALL_STATE);
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LoadCreaturesAddon(true);
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@@ -1608,7 +1610,6 @@ void Creature::ForcedDespawn(uint32 timeMSToDespawn)
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setDeathState(JUST_DIED);
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RemoveCorpse();
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SetHealth(0); // just for nice GM-mode view
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}
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bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo)
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+1
-3
@@ -658,7 +658,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if (damage >= pVictim->GetHealth())
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{
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pVictim->setDeathState(JUST_DIED);
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pVictim->SetHealth(0);
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CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
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if (cInfo && cInfo->lootid)
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@@ -11997,6 +11996,7 @@ void Unit::setDeathState(DeathState s)
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//without this when removing IncreaseMaxHealth aura player may stuck with 1 hp
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//do not why since in IncreaseMaxHealth currenthealth is checked
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SetHealth(0);
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SetPower(getPowerType(),0);
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}
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else if (s == JUST_ALIVED)
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RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
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@@ -14550,8 +14550,6 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
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//sLog.outError("%u kill %u", GetEntry(), pVictim->GetEntry());
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pVictim->SetHealth(0);
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// find player: owner of controlled `this` or `this` itself maybe
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Player *player = GetCharmerOrOwnerPlayerOrPlayerItself();
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