protected virtual void HandleDeathRewards(Player killer) { if (killer == this) { return; } WorldMgr.GenerateXP(killer, this, 1f); GenerateLoot(killer.PriorityGroup != null ? killer.PriorityGroup.GetGroupLooter(killer) : GetLooter(killer), 1f); }
public virtual void SetDeath(Unit Killer) { Health = 0; States.Add(3); // Death State PacketOut Out = new PacketOut((byte)Opcodes.F_OBJECT_DEATH); Out.WriteUInt16(Oid); Out.WriteByte(1); Out.WriteByte(0); Out.WriteUInt16(Killer.Oid); Out.Fill(0, 6); DispatchPacket(Out, true); CbtInterface.Evade(); WorldMgr.GenerateXP(Killer, this); GenerateLoot(Killer); }