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Fix for EntityList::CheckSpawnQueue() debug assertion failure crash
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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-------------------------------------------------------
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== 05/15/2015 ==
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Uleat: Added check to EntityList::CheckSpawnQueue() to bypass dereference if returned iterator is npc_list.end() - should fix the debug assertion failure crash
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== 04/30/2015 ==
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== 04/30/2015 ==
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demonstar55: Implement mob and client melee push
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demonstar55: Implement mob and client melee push
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You can set Combat:MeleePush to false to turn off or change Combat:MeleePushChance to increase the chance an NPC can be pushed
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You can set Combat:MeleePush to false to turn off or change Combat:MeleePushChance to increase the chance an NPC can be pushed
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@ -736,9 +736,15 @@ void EntityList::CheckSpawnQueue()
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Mob::CreateSpawnPacket(outapp, ns);
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Mob::CreateSpawnPacket(outapp, ns);
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QueueClients(0, outapp);
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QueueClients(0, outapp);
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auto it = npc_list.find(ns->spawn.spawnId);
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auto it = npc_list.find(ns->spawn.spawnId);
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NPC *pnpc = it->second;
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if (it == npc_list.end()) {
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pnpc->SendArmorAppearance();
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// We must of despawned, hope that's the reason!
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pnpc->SetAppearance(pnpc->GetGuardPointAnim(),false);
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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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safe_delete(outapp);
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iterator.RemoveCurrent();
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iterator.RemoveCurrent();
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}
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}
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