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authorQAston <none@none>2009-08-01 19:50:42 +0200
committerQAston <none@none>2009-08-01 19:50:42 +0200
commitd577d00313c673b51e79181ed8a5eb3146aded9e (patch)
tree294c7d8a7f3b0ce99ce4302fb09058e68a1b2ea5 /src/game/Object.h
parentc8c2a3b0da82e3500b92802d4db7fdfcd005b486 (diff)
*Store mapId in Corpse class for access to corpse when grid containing them is unloaded and map pointer is unloaded leading to crash.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Object.h')
-rw-r--r--src/game/Object.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Object.h b/src/game/Object.h
index 732d9bc8944..0e5bcd25a09 100644
--- a/src/game/Object.h
+++ b/src/game/Object.h
@@ -439,7 +439,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
- uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
+ virtual uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
uint32 GetInstanceId() const { return m_currMap ? m_currMap->GetInstanceId() : 0; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update);