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Fix for EntityList::CheckSpawnQueue() debug assertion failure crash
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+9
-3
@@ -736,9 +736,15 @@ void EntityList::CheckSpawnQueue()
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Mob::CreateSpawnPacket(outapp, ns);
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QueueClients(0, outapp);
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auto it = npc_list.find(ns->spawn.spawnId);
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NPC *pnpc = it->second;
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pnpc->SendArmorAppearance();
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pnpc->SetAppearance(pnpc->GetGuardPointAnim(),false);
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if (it == npc_list.end()) {
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// We must of despawned, hope that's the reason!
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Log.Out(Logs::General, Logs::Error, "Error in EntityList::CheckSpawnQueue: Unable to find NPC for spawnId '%u'", ns->spawn.spawnId);
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}
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else {
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NPC *pnpc = it->second;
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pnpc->SendArmorAppearance();
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pnpc->SetAppearance(pnpc->GetGuardPointAnim(), false);
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}
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safe_delete(outapp);
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iterator.RemoveCurrent();
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}
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