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authorxinef1 <w.szyszko2@gmail.com>2017-02-04 22:37:16 +0100
committerShauren <shauren.trinity@gmail.com>2017-02-04 22:37:16 +0100
commit86da1a19bb36edf3242dafac6e45e87434ddff73 (patch)
tree5c445d5763a46adbbbfa6d605f40fb8c6ee2f0e6 /src/server/game/Loot/LootMgr.cpp
parent9e1b286984c63b801561a67dd4eae7910ec1af10 (diff)
Core/Misc: Fix various crashes, also related to multithreading (#19012)
* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update). * Properly clear ComboPoint references on player remove * remove some possible references item may have when it is deleted during save. * Also clear all hostile references when unit is removed from map.
Diffstat (limited to 'src/server/game/Loot/LootMgr.cpp')
-rw-r--r--src/server/game/Loot/LootMgr.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp
index d25eca4b036..9d56d8decb3 100644
--- a/src/server/game/Loot/LootMgr.cpp
+++ b/src/server/game/Loot/LootMgr.cpp
@@ -464,7 +464,8 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* player = itr->GetSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
- FillNotNormalLootFor(player, player->IsAtGroupRewardDistance(lootOwner));
+ if (player->IsInMap(lootOwner))
+ FillNotNormalLootFor(player, player->IsAtGroupRewardDistance(lootOwner));
for (uint8 i = 0; i < items.size(); ++i)
{