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# Description
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This fixes corpses "disappearing" by fixing the graveyard check. Prior to the corpse overhaul (#3938), moving corpses to graveyards was assumed successful and automatically removed from the process.

Note: Will open a separate issue for the graveyard timer handling.

## Type of change

Please delete options that are not relevant.

- [x] Bug fix (non-breaking change which fixes an issue)

# Testing

Attach images and describe testing done to validate functionality.

Clients tested: RoF2

# Checklist

- [x] I have tested my changes
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [x] I own the changes of my code and take responsibility for the potential issues that occur
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joligario committed Apr 20, 2024
1 parent 5a6e0c9 commit 10519b5
Showing 1 changed file with 5 additions and 3 deletions.
8 changes: 5 additions & 3 deletions zone/corpse.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -991,9 +991,11 @@ bool Corpse::Process()
}

if (m_corpse_graveyard_timer.Check()) {
MovePlayerCorpseToGraveyard();
m_corpse_graveyard_timer.Disable();
return false;
if (MovePlayerCorpseToGraveyard()) {
m_corpse_graveyard_timer.Disable();
return false;
}
return true; // If the corpse was not moved, continue the corpse in the process rather than put in limbo
}

// Player is offline. If rez timer is enabled, disable it and save corpse.
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