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authorTreeston <treeston.mmoc@gmail.com>2018-01-04 15:19:37 +0100
committerShauren <shauren.trinity@gmail.com>2021-05-16 21:56:05 +0200
commitb00d3812ab1b40636c79889e705042d8198b0c17 (patch)
tree556a81d799010309a774a8046304245816f187f6
parent673cc20e797149454bf3cb951007b5af9c194a0c (diff)
Core/Map: Fix a crash that could happen if a player moved very far away from a creature they were in combat with. Closes #21177.
(cherry picked from commit e0b609a178528995959e5ea54255a3f856e62913)
-rw-r--r--src/server/game/Maps/Map.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 557bec6dbd0..088cf8625ed 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -875,10 +875,13 @@ void Map::Update(uint32 t_diff)
// Handle updates for creatures in combat with player and are more than 60 yards away
if (player->IsInCombat())
{
+ std::vector<Unit*> toVisit;
for (auto const& pair : player->GetCombatManager().GetPvECombatRefs())
if (Creature* unit = pair.second->GetOther(player)->ToCreature())
if (unit->GetMapId() == player->GetMapId() && !unit->IsWithinDistInMap(player, GetVisibilityRange(), false))
- VisitNearbyCellsOf(unit, grid_object_update, world_object_update);
+ toVisit.push_back(unit);
+ for (Unit* unit : toVisit)
+ VisitNearbyCellsOf(unit, grid_object_update, world_object_update);
}
}