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demonstar55's entity list changes (slightly modified) and a crash fix for the #repop command used in rapid succession.
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+4
-7
@@ -389,11 +389,11 @@ Mob::~Mob()
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// the entity list, even after they have been destroyed. Use our memory pointer to remove the mob
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// if our EntityID is 0.
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//
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if(GetID() > 0)
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/*if(GetID() > 0)
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entity_list.RemoveMob(GetID());
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else
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entity_list.RemoveMob(this);
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entity_list.RemoveMob(this);*/
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AI_Stop();
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if (GetPet()) {
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@@ -4907,11 +4907,8 @@ bool Mob::HasSpellEffect(int effectid)
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}
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int Mob::GetSpecialAbility(int ability) {
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auto iter = SpecialAbilities.find(ability);
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if(iter != SpecialAbilities.end()) {
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return iter->second.level;
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}
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if (SpecialAbilities.count(ability))
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return SpecialAbilities.at(ability).level;
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return 0;
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}
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