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Violet Hold: Fix some despawning timers
Check pointers to avoid possible crashes --HG-- branch : trunk
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@@ -246,7 +246,7 @@ struct TRINITY_DLL_DECL instance_violet_hold : public ScriptedInstance
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Creature *pSinclari = instance->GetCreature(uiSinclari);
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if (pSinclari)
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pSinclari->SummonCreature(CREATURE_CYANIGOSA,PortalLocation[0].x,PortalLocation[0].y,
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PortalLocation[0].z,PortalLocation[0].orientation,TEMPSUMMON_CORPSE_DESPAWN,90000);
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PortalLocation[0].z,PortalLocation[0].orientation,TEMPSUMMON_CORPSE_DESPAWN,0);
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break;
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}
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case 1:
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@@ -261,7 +261,7 @@ struct TRINITY_DLL_DECL instance_violet_hold : public ScriptedInstance
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{
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pSinclari->SummonCreature(CREATURE_TELEPORTATION_PORTAL,PortalLocation[uiLocation].x,PortalLocation[uiLocation].y,
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PortalLocation[uiLocation].z,PortalLocation[uiLocation].orientation,
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TEMPSUMMON_CORPSE_DESPAWN,0);
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TEMPSUMMON_CORPSE_DESPAWN,900000);
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uiLocation = (++uiLocation)%3;
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}
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}
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@@ -17,7 +17,7 @@ enum Creatures
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bool GossipHello_npc_sinclari(Player* pPlayer, Creature* pCreature)
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{
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ScriptedInstance* pInstance = pCreature->GetInstanceData();
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if (pInstance && pInstance->GetData(DATA_WAVE_COUNT) == 0)
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if (pInstance && pInstance->GetData(DATA_WAVE_COUNT) == 0 && pPlayer)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT,GOSSIP_START_EVENT,GOSSIP_SENDER_MAIN,GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(1, pCreature->GetGUID());
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return true;
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@@ -25,7 +25,8 @@ bool GossipHello_npc_sinclari(Player* pPlayer, Creature* pCreature)
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bool GossipSelect_npc_sinclari(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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if (pPlayer)
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pPlayer->CLOSE_GOSSIP_MENU();
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ScriptedInstance* pInstance = pCreature->GetInstanceData();
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if (pInstance)
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pInstance->SetData(DATA_WAVE_COUNT,1);
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