Core: use UNIT_DYNFLAG_NONE instead of 0-value. Also fixed typo in reset UNIT_DYNAMIC_FLAGS at player death
Signed-off-by: click <[email protected]>
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@@ -5159,7 +5159,7 @@ void Player::KillPlayer()
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setDeathState(CORPSE);
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//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
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SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
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ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
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// 6 minutes until repop at graveyard
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