* also update depleted objects if necessary. might fix a few quirks in future

This commit is contained in:
false_genesis 2008-04-03 01:22:02 +00:00
parent 91ce4aa4ce
commit 1b8d4def46

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@ -58,7 +58,7 @@ void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket)
{ {
recvPacket >> uguid; // the guid is NOT packed here! recvPacket >> uguid; // the guid is NOT packed here!
uint8 tyid; uint8 tyid;
Object *obj = objmgr.GetObj(uguid); Object *obj = objmgr.GetObj(uguid, true); // here we update also depleted objects, its just safer
if(obj) if(obj)
tyid = obj->GetTypeId(); tyid = obj->GetTypeId();
else // sometimes objects get deleted BEFORE a last update packet arrives, this must be handled also 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; float speedWalk, speedRun, speedSwimBack, speedSwim, speedWalkBack, speedTurn, speedFly, speedFlyBack;
uint32 unk32; uint32 unk32;
Object *obj = (Object*)objmgr.GetObj(uguid); Object *obj = (Object*)objmgr.GetObj(uguid, true); // also depleted objects
Unit *u = NULL; Unit *u = NULL;
if(obj) if(obj)
{ {