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authorShauren <shauren.trinity@gmail.com>2015-10-30 17:53:00 +0100
committerShauren <shauren.trinity@gmail.com>2015-10-30 18:05:35 +0100
commitd72293bdf794ee7a66e40f4910f440c5f2b527c5 (patch)
tree94234f385dc359796ba9bcb51059825c69586335 /src
parentb96bb1504222ddbadbee1df062450502e0dbd8a0 (diff)
Core/Corpses: Fixed a crash happening when a corpse is added to a grid that was not yet fully loaded
Closes #15684 (cherry picked from commit 8c9ea7782a4eb251933f43d57bf8271c11a0e6a6)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Maps/Map.cpp19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 62ba6b9ff07..0316215996a 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -298,6 +298,25 @@ void Map::AddToGrid(DynamicObject* obj, Cell const& cell)
obj->SetCurrentCell(cell);
}
+template<>
+void Map::AddToGrid(Corpse* obj, Cell const& cell)
+{
+ NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
+ if (obj->IsWorldObject())
+ {
+ // Corpses are a special object type - they can be added to grid via a call to AddToMap
+ // or loaded through ObjectGridLoader.
+ // Both corpses loaded from database and these freshly generated by Player::CreateCoprse are added to _corpsesByCell
+ // ObjectGridLoader loads all corpses from _corpsesByCell even if they were already added to grid before it was loaded
+ // so we need to explicitly check it here (Map::AddToGrid is only called from Player::BuildPlayerRepop, not from ObjectGridLoader)
+ // to avoid failing an assertion in GridObject::AddToGrid
+ if (grid->isGridObjectDataLoaded())
+ grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj);
+ }
+ else
+ grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj); // bones. nothing special here
+}
+
template<class T>
void Map::SwitchGridContainers(T* /*obj*/, bool /*on*/) { }