*Add some crash prevention checks.
--HG-- branch : trunk
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+5
-2
@@ -62,15 +62,17 @@ class Corpse : public WorldObject
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void SaveToDB();
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//bool LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId);
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bool LoadFromDB(uint32 guid, Field *fields, uint32 & mapId, uint32 & instanceId);
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bool LoadFromDB(uint32 guid, Field *fields);
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void DeleteBonesFromWorld();
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void DeleteFromDB();
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void SetMap (Map * map) {WorldObject::SetMap(map); m_mapId = map->GetId();}
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void SetMap (Map * map) {WorldObject::SetMap(map); m_mapId = map->GetId(); SetInstanceId(map->GetInstanceId());}
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// Used to check object existence in unloaded grids
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uint32 GetMapId() const {return m_mapId;}
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void SetMapId (uint32 id) {m_mapId = id;}
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uint32 GetInstanceId() const {return m_instanceId;}
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void SetInstanceId (uint32 id) {m_instanceId = id;}
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uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
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@@ -101,6 +103,7 @@ class Corpse : public WorldObject
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time_t m_time;
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GridPair m_grid; // gride for corpse position for fast search
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uint32 m_mapId; // map id for fast corpse check at packet requests and in other situations with unloaded map of corpse.
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uint32 m_instanceId;
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};
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#endif
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