*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:
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user