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Fix repop crash
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@@ -24,9 +24,10 @@ void command_repop(Client *c, const Seperator *sep)
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if (!sep->IsNumber(timearg)) {
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c->Message(Chat::White, "Zone depopped - repopping now.");
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zone->spawn2_timer.Disable();
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zone->Repop();
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zone->spawn2_timer.Enable();
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/* Force a spawn2 timer trigger so we don't delay actually spawning the NPC's */
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zone->spawn2_timer.Trigger();
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return;
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+1
-1
@@ -579,7 +579,7 @@ int main(int argc, char** argv) {
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EQ::Timer process_timer(loop_fn);
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process_timer.Start(32, true);
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EQ::EventLoop::Get().Run();
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entity_list.Clear();
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+1
-1
@@ -154,7 +154,7 @@ bool Spawn2::Process() {
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return true;
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}
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if (timer.Check()) {
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if (timer.Check() && zone->spawn2_timer.Enabled()) {
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timer.Disable();
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LogSpawns("Spawn2 [{}]: Timer has triggered", spawn2_id);
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@@ -1738,6 +1738,7 @@ bool Zone::Depop(bool StartSpawnTimer) {
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itr = npctable.begin();
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delete itr->second;
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itr->second = nullptr;
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npctable.erase(itr);
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}
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