From 1b8d4def466ac1e4b5536291c8d08bcc887b0d9d Mon Sep 17 00:00:00 2001 From: false_genesis Date: Thu, 3 Apr 2008 01:22:02 +0000 Subject: [PATCH] * also update depleted objects if necessary. might fix a few quirks in future --- src/Client/World/UpdateData.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Client/World/UpdateData.cpp b/src/Client/World/UpdateData.cpp index 01c245a..eec008d 100644 --- a/src/Client/World/UpdateData.cpp +++ b/src/Client/World/UpdateData.cpp @@ -58,7 +58,7 @@ void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket) { recvPacket >> uguid; // the guid is NOT packed here! uint8 tyid; - Object *obj = objmgr.GetObj(uguid); + Object *obj = objmgr.GetObj(uguid, true); // here we update also depleted objects, its just safer if(obj) tyid = obj->GetTypeId(); else // sometimes objects get deleted BEFORE a last update packet arrives, this must be handled also @@ -239,7 +239,7 @@ void WorldSession::_MovementUpdate(uint8 objtypeid, uint64 uguid, WorldPacket& r float speedWalk, speedRun, speedSwimBack, speedSwim, speedWalkBack, speedTurn, speedFly, speedFlyBack; uint32 unk32; - Object *obj = (Object*)objmgr.GetObj(uguid); + Object *obj = (Object*)objmgr.GetObj(uguid, true); // also depleted objects Unit *u = NULL; if(obj) {