From d72293bdf794ee7a66e40f4910f440c5f2b527c5 Mon Sep 17 00:00:00 2001 From: Shauren Date: Fri, 30 Oct 2015 17:53:00 +0100 Subject: 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) --- src/server/game/Maps/Map.cpp | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) (limited to 'src/server/game/Maps/Map.cpp') 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 void Map::SwitchGridContainers(T* /*obj*/, bool /*on*/) { } -- cgit v1.2.3