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authormegamage <none@none>2008-12-14 13:17:34 -0600
committermegamage <none@none>2008-12-14 13:17:34 -0600
commitf3451681066aad73e0f26c0dae9ae3cce90ac9c4 (patch)
tree6de819fba9abef6cf6c03f6b5ade9ea4022c2e3e /src
parent7097ffe6dc326362a4d51b4c4453d6ca7ba928c8 (diff)
*Try to fix a bug that chain-cast far sight may cause crash.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Map.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index f3c4adbd805..81dac274b1c 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -443,6 +443,10 @@ Map::LoadGrid(const Cell& cell, bool no_unload)
ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
+ // Not sure if this is the reason that far sight cause crash
+ // Seems crash happens when trying to delete a far sight dynobj from an unopened grid
+ ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 1.0f);
+ grid->SetGridState(GRID_STATE_ACTIVE);
if(no_unload)
getNGrid(cell.GridX(), cell.GridY())->setUnloadFlag(false);
}