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Core/Corpses: Fixed map crash happening during map unload when there are corpses inside
(cherry picked from commit 1d17475791)
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@@ -1580,11 +1580,18 @@ void Map::UnloadAll()
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}
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for (auto& cellCorpsePair : _corpsesByCell)
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{
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for (Corpse* corpse : cellCorpsePair.second)
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{
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corpse->RemoveFromWorld();
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corpse->ResetMap();
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delete corpse;
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}
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}
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_corpsesByCell.clear();
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_corpsesByPlayer.clear();
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_corpseBones.clear();
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}
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// *****************************
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@@ -3657,7 +3664,7 @@ Corpse* Map::ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia /*=
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{
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// Create bones, don't change Corpse
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bones = new Corpse();
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bones->Create(corpse->GetGUID().GetCounter(), this);
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bones->Create(corpse->GetGUID().GetCounter());
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for (uint8 i = OBJECT_FIELD_GUID + 4; i < CORPSE_END; ++i) // don't overwrite guid
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bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
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