Core/Player: return player corpse locations by reference instead of creating copies
(cherry picked from commit d11d992df9e15503c321ffcce566f13923f51508)
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@@ -4335,8 +4335,7 @@ void Player::BuildPlayerRepop()
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// there must be SMSG.STOP_MIRROR_TIMER
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// the player cannot have a corpse already on current map, only bones which are not returned by GetCorpse
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WorldLocation corpseLocation = GetCorpseLocation();
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if (corpseLocation.GetMapId() == GetMapId())
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if (GetCorpseLocation().GetMapId() == GetMapId())
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{
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TC_LOG_ERROR("entities.player", "Player::BuildPlayerRepop: Player '{}' ({}) already has a corpse", GetName(), GetGUID().ToString());
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return;
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