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* Attempt to fix a crash in AuctionHouseObject::Update()
--HG-- branch : trunk
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@@ -504,10 +504,16 @@ void AuctionHouseObject::Update()
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time_t curTime = sWorld.GetGameTime();
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///- Handle expired auctions
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// If storage is empty, no need to update.
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if (AuctionsMap.empty())
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return;
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// reset next if at end of map
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if (next == AuctionsMap.end())
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next = AuctionsMap.begin();
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ASSERT(next != NULL);
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uint32 loopBreaker = 0;
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// Initialize itr with next. next is stored for future calls to Update() after
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