DB/Creature:
- Nuke the hacky column DeathState. - Removed some hacks from Kologarn script, including some cleanup. - Removed set deathstate command. BIG thanks to Malcrom for replacing all creatures that had deathstate with proper dynamicflags/auras.
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@@ -498,7 +498,7 @@ namespace Trinity
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bool operator()(Creature* u)
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{
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if (i_funit->GetTypeId() != TYPEID_PLAYER || !((Player*)i_funit)->isHonorOrXPTarget(u) ||
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u->getDeathState() != CORPSE || u->isDeadByDefault() || u->isInFlight() ||
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u->getDeathState() != CORPSE || u->isInFlight() ||
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(u->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID-1))) == 0 ||
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(u->GetDisplayId() != u->GetNativeDisplayId()))
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return false;
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@@ -525,7 +525,7 @@ namespace Trinity
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}
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bool operator()(Creature* u)
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{
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if (u->getDeathState() != CORPSE || u->isInFlight() || u->isDeadByDefault() ||
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if (u->getDeathState() != CORPSE || u->isInFlight() ||
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(u->GetDisplayId() != u->GetNativeDisplayId()) ||
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(u->GetCreatureTypeMask() & CREATURE_TYPEMASK_MECHANICAL_OR_ELEMENTAL) != 0)
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return false;
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