*Store mapId in Corpse class for access to corpse when grid containing them is unloaded and map pointer is unloaded leading to crash.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-08-01 19:50:42 +02:00
parent c8c2a3b0da
commit d577d00313
3 changed files with 10 additions and 1 deletions
+6
View File
@@ -67,6 +67,11 @@ class Corpse : public WorldObject
void DeleteBonesFromWorld();
void DeleteFromDB();
void SetMap (Map * map) {WorldObject::SetMap(map); m_mapId = map->GetId();}
// Used to check object existence in unloaded grids
uint32 GetMapId() const {return m_mapId;}
void SetMapId (uint32 id) {m_mapId = id;}
uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
time_t const& GetGhostTime() const { return m_time; }
@@ -95,6 +100,7 @@ class Corpse : public WorldObject
CorpseType m_type;
time_t m_time;
GridPair m_grid; // gride for corpse position for fast search
uint32 m_mapId; // map id for fast corpse check at packet requests and in other situations with unloaded map of corpse.
};
#endif