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authormegamage <none@none.none>2011-11-10 17:31:45 -0500
committermegamage <none@none.none>2011-11-10 17:31:45 -0500
commit31a88d4fe5d5dea87f4dad24e4d7c3c1d47fc48c (patch)
tree959c67bc2442019a69d37877fc7e7bcb33225ab6 /src/server/game/Grids/ObjectGridLoader.cpp
parent23b3f16f3a4a27b7b24081b725666c5897fdbbee (diff)
Fix the crash when removing object from an unloaded grid. Object should always be unlinked from grid no matter if the grid is loaded.
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rwxr-xr-xsrc/server/game/Grids/ObjectGridLoader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index e38c74dd8e4..1f27aeb4742 100755
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -77,7 +77,7 @@ template<> void ObjectGridLoader::SetObjectCell(Creature* obj, CellCoord const&
template <class T>
void AddObjectHelper(CellCoord &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
{
- obj->GetGridRef().link(&m, obj);
+ obj->AddToGrid(m);
ObjectGridLoader::SetObjectCell(obj, cell);
obj->AddToWorld();
if (obj->isActiveObject())