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A more conservative way to fix crash #2892.
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@@ -824,23 +824,24 @@ void Map::MoveAllCreaturesInMoveList()
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}
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else
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{
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//AddObjectToRemoveList(Pet*) should only be called in Pet::Remove
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//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
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//To avoid this, we can load nearby cells when player log in
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//But this check is always needed to ensure safety
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if (c->isPet())
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{
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((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true);
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}
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// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
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// creature coordinates will be updated and notifiers send
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else if (!CreatureRespawnRelocation(c))
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if (!CreatureRespawnRelocation(c))
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{
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// ... or unload (if respawn grid also not loaded)
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#ifdef TRINITY_DEBUG
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sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid.", c->GetGUIDLow(), c->GetEntry());
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#endif
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AddObjectToRemoveList(c);
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//AddObjectToRemoveList(Pet*) should only be called in Pet::Remove
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//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
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//To avoid this, we can load nearby cells when player log in
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//But this check is always needed to ensure safety
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//TODO: pets will disappear if this is outside CreatureRespawnRelocation
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//need to check why pet is frequently relocated to an unloaded cell
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if (c->isPet())
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((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true);
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else
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AddObjectToRemoveList(c);
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}
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}
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@@ -933,8 +934,8 @@ bool Map::CreatureRespawnRelocation(Creature *c)
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c->UpdateObjectVisibility(false);
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return true;
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}
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else
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return false;
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return false;
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}
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bool Map::UnloadGrid(const uint32 x, const uint32 y, bool unloadAll)
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