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authormegamage <none@none.none>2011-11-11 14:20:49 -0500
committermegamage <none@none.none>2011-11-11 14:20:49 -0500
commitf47c0e661c2dc52c6717833af5ea19665b467c21 (patch)
treed7eb3edc82b835783425236fdc22f8c946b8c647 /src/server/game/Grids/ObjectGridLoader.cpp
parent9e3b4fe409e401bdffa44dc479177aa1b5fe96b1 (diff)
Add some comments for the previous crash fix. Thanks to Amit86.
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rwxr-xr-xsrc/server/game/Grids/ObjectGridLoader.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index 73e4a85e9d0..8bc90f07d2f 100755
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -207,6 +207,8 @@ void ObjectGridUnloader::Visit(GridRefManager<T> &m)
obj->SaveRespawnTime();
//Some creatures may summon other temp summons in CleanupsBeforeDelete()
//So we need this even after cleaner (maybe we can remove cleaner)
+ //Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
+ //TODO: Check if that script has the correct logic. Do we really need to summons something before deleting?
obj->CleanupsBeforeDelete();
///- object will get delinked from the manager when deleted
delete obj;