Esempio n. 1
0
        /// <summary>
        /// Marks this NPC non-lootable (after NPC was looted)
        /// </summary>
        private void EnterFinalState()
        {
            FirstAttacker             = null;
            RemainingDecayDelayMillis = m_entry.DefaultDecayDelayMillis;
            if (m_entry.GetSkinningLoot() != null)
            {
                UnitFlags |= UnitFlags.Skinnable;
            }

            if (m_loot != null)
            {
                m_loot.ForceDispose();
                m_loot = null;
            }

            MarkUpdate(UnitFields.DYNAMIC_FLAGS);
        }