*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
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@@ -39,6 +39,8 @@ Corpse::Corpse(CorpseType type) : WorldObject()
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m_type = type;
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m_mapId = 0;
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m_time = time(NULL);
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lootForBody = false;
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@@ -198,6 +200,7 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields, uint32 & mapId, uint32 & in
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}
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mapId = fields[4].GetUInt32();
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SetMapId(mapId);
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instanceId = fields[8].GetUInt32();
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m_time = time_t(fields[6].GetUInt64());
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@@ -67,6 +67,11 @@ class Corpse : public WorldObject
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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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// 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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uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
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time_t const& GetGhostTime() const { return m_time; }
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@@ -95,6 +100,7 @@ class Corpse : public WorldObject
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CorpseType m_type;
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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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};
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#endif
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+1
-1
@@ -439,7 +439,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
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uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
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virtual uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
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uint32 GetInstanceId() const { return m_currMap ? m_currMap->GetInstanceId() : 0; }
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virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
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