Core/Misc: Graveyards can now use conditions, SourceType = 27, SourceEntry = graveyard_zone.ID
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@@ -276,8 +276,7 @@ namespace Game
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WorldLocation corpseLocation = GetPlayer().GetCorpseLocation();
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if (GetPlayer().HasCorpse())
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{
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corpseGrave = Global.ObjectMgr.GetClosestGraveYard(corpseLocation.GetPositionX(), corpseLocation.GetPositionY(),
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corpseLocation.GetPositionZ(), corpseLocation.GetMapId(), GetPlayer().GetTeam());
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corpseGrave = Global.ObjectMgr.GetClosestGraveYard(corpseLocation, GetPlayer().GetTeam(), GetPlayer());
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}
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// now can spawn bones
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@@ -286,8 +285,7 @@ namespace Game
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// teleport to nearest from corpse graveyard, if different from nearest to player ghost
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if (corpseGrave != null)
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{
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WorldSafeLocsRecord ghostGrave = Global.ObjectMgr.GetClosestGraveYard(
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GetPlayer().GetPositionX(), GetPlayer().GetPositionY(), GetPlayer().GetPositionZ(), GetPlayer().GetMapId(), GetPlayer().GetTeam());
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WorldSafeLocsRecord ghostGrave = Global.ObjectMgr.GetClosestGraveYard(GetPlayer(), GetPlayer().GetTeam(), GetPlayer());
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if (corpseGrave != ghostGrave)
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GetPlayer().TeleportTo(corpseGrave.MapID, corpseGrave.Loc.X, corpseGrave.Loc.Y, corpseGrave.Loc.Z, GetPlayer().GetOrientation());
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