Core/Scripts: Fix a crash when swapping creatures with pending vehicle join events.

* Closes #17833

(cherry picked from commit 600e0be7e1f1654a2223ef22559dbd3adb6b100a)
This commit is contained in:
Naios
2016-09-15 15:15:55 +02:00
parent 0eb573b7bd
commit 7ad7729696
2 changed files with 3 additions and 7 deletions
+3 -6
View File
@@ -724,12 +724,6 @@ void Vehicle::RemovePendingEventsForPassenger(Unit* passenger)
}
}
VehicleJoinEvent::~VehicleJoinEvent()
{
if (Target)
Target->RemovePendingEvent(this);
}
/**
* @fn bool VehicleJoinEvent::Execute(uint64, uint32)
*
@@ -847,6 +841,9 @@ void VehicleJoinEvent::Abort(uint64)
TC_LOG_DEBUG("entities.vehicle", "Passenger %s, Entry: %u, board on vehicle %s, Entry: %u SeatId: %d cancelled",
Passenger->GetGUID().ToString().c_str(), Passenger->GetEntry(), Target->GetBase()->GetGUID().ToString().c_str(), Target->GetBase()->GetEntry(), (int32)Seat->first);
/// Remove the pending event when Abort was called on the event directly
Target->RemovePendingEvent(this);
/// @SPELL_AURA_CONTROL_VEHICLE auras can be applied even when the passenger is not (yet) on the vehicle.
/// When this code is triggered it means that something went wrong in @Vehicle::AddPassenger, and we should remove
/// the aura manually.
@@ -123,7 +123,6 @@ class TC_GAME_API VehicleJoinEvent : public BasicEvent
friend class Vehicle;
protected:
VehicleJoinEvent(Vehicle* v, Unit* u) : Target(v), Passenger(u), Seat(Target->Seats.end()) { }
~VehicleJoinEvent();
bool Execute(uint64, uint32) override;
void Abort(uint64) override;