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Old 09-05-2005, 02:15 AM
Magoth78
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Join Date: Jun 2003
Posts: 345
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I've looked into my old 5.7dr6 sources and checked the file. The corpse is made in the same way that in the 0.6.0dr2 sources (minus the check for the PvPreward variable).

Code:
// now we apply the exp loss, unmem their spells, and make a corpse
	// unless they're a GM
	if(!GetGM())
	{
		if(exploss)
			SetEXP(GetEXP() - exploss > 1 ? GetEXP() - exploss : 1, GetAAXP());

		BuffFadeAll();
		UnmemSpellAll(false);

		// check db variable 'leavecorpses'
		char tmp[20] = {0};
		database.GetVariable("leavecorpses", tmp, 20);
		int leavecorpses = atoi(tmp);
		if(leavecorpses)
		{
			// creating the corpse takes the cash/items off the player too
			Corpse *new_corpse = new Corpse(this, exploss);
			entity_list.AddCorpse(new_corpse, GetID());
		}

//		if(!IsLD())//Todo: make it so an LDed client leaves corpse if its enabled
//			MakeCorpse(exploss);
	}
So the solution is *probably* not there. Now I guess I gotta check how the Corpse() function is working since the PvPreward/LootCoin variables and the SetPKItem() function have been added.

I really do need to find a fix because I got some bad issues with the corpses on 6.0dr2...
1/ corpses poof just after being killed by a npc/pc, you have to zone/camp to see the corpse
2/ or corpses poof just after being killed by pain and suffering and you are not able to see them even after zoning or camping, you have to reboot the zone...

Mag
ps: sdabbs, can you check in your attack.cpp (.6.0dr1 right?), look for the leavecorpse check called in the void Client:eath function and says if you have any check for the PvPreward/LootCoin/PvPitem variables, please? if it's the case, that would really help if you could send me the files attack.cpp and playerscorpses.cpp. Thanks.
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