Core/GameObjects: Fixed crashes in GameObject::SetLootState and GameObject::SetGoState for summoned objects

Closes #5166
This commit is contained in:
Shauren
2012-02-10 10:24:56 +01:00
parent 5365bd25fa
commit 806733550c
@@ -220,7 +220,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
SetGoArtKit(0); // unknown what this is
SetByteValue(GAMEOBJECT_BYTES_1, 2, artKit);
switch (goinfo->type)
{
@@ -1901,8 +1901,8 @@ void GameObject::SetLootState(LootState state, Unit* unit)
{
// startOpen determines whether we are going to add or remove the LoS on activation
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (GetGOData()->go_state == GO_NOT_READY)
if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
startOpen = !startOpen;
if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
@@ -1923,7 +1923,7 @@ void GameObject::SetGoState(GOState state)
// startOpen determines whether we are going to add or remove the LoS on activation
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (GetGOData()->go_state == GO_NOT_READY)
if (GetGOData() && GetGOData()->go_state == GO_NOT_READY)
startOpen = !startOpen;
if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
@@ -1949,7 +1949,7 @@ void GameObject::EnableCollision(bool enable)
{
if (!m_model)
return;
/*if (enable && !GetMap()->Contains(*m_model))
GetMap()->Insert(*m_model);*/