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*Fix a crash in CORPSE_MAP_POSITION_RESPONSE handler.
--HG-- branch : trunk
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@@ -471,17 +471,17 @@ void WorldSession::HandleCorpseMapPositionQuery( WorldPacket & recv_data )
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WorldPacket data(CMSG_CORPSE_MAP_POSITION_QUERY_RESPONSE, 4+4+4+4);
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Map* map = corpse->GetMap();
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float cx, cy, cz;
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if (map->IsDungeon())
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int32 mapId = corpse->GetMapId();
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MapEntry const * corpseMapEntry = sMapStore.LookupEntry(mapId);
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if (corpseMapEntry->IsDungeon())
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{
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int32 mapId;
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float mx, my;
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map->GetEntrancePos(mapId, mx, my);
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bool entranceFound = corpseMapEntry->GetEntrancePos(mapId, mx, my);
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assert(entranceFound);
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const Map* newMap = MapManager::Instance().CreateBaseMap(mapId);
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Map const * newMap = MapManager::Instance().CreateBaseMap(mapId);
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uint32 zoneId = newMap->GetZoneId(mx, my, 0);
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float _mx = mx;
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@@ -494,7 +494,7 @@ void WorldSession::HandleCorpseMapPositionQuery( WorldPacket & recv_data )
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cx = x - mx;
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cy = y - my;
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cz = corpse->GetPositionZ() - map->GetHeight(_mx, _my, MAX_HEIGHT);
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cz = corpse->GetPositionZ() - newMap->GetHeight(_mx, _my, MAX_HEIGHT);
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}
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else
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{
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