/// <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); }