Core/Units: Fixed crash happening when charm was removed by its own charmed AI during update
Port From (https://github.com/TrinityCore/TrinityCore/commit/f3c1b27c266e2857214a087fdd9339e06dbedf5e)
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@@ -33,6 +33,7 @@ namespace Game.Entities
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//AI
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protected UnitAI i_AI;
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protected UnitAI i_disabledAI;
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UnitAI i_lockedAILifetimeExtension; // yes, this lifetime extension is terrible
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bool m_aiLocked;
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//Movement
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@@ -1188,12 +1188,15 @@ namespace Game.Entities
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public void ScheduleAIChange()
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{
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Cypher.Assert(!m_aiLocked, "Attempt to schedule AI change during AI update tick");
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bool charmed = IsCharmed();
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// if charm is applied, we can't have disabled AI already, and vice versa
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if (charmed)
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Cypher.Assert(i_disabledAI == null, "Attempt to schedule charm AI change on unit that already has disabled AI");
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else if (m_aiLocked)
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{
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Cypher.Assert(!i_lockedAILifetimeExtension, "Attempt to schedule multiple charm AI changes during one update");
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i_lockedAILifetimeExtension = i_AI; // AI needs to live just a bit longer to finish its UpdateAI
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}
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else if (!IsPlayer())
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Cypher.Assert(i_disabledAI != null, "Attempt to schedule charm ID change on unit that doesn't have disabled AI");
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@@ -1205,9 +1208,9 @@ namespace Game.Entities
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void RestoreDisabledAI()
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{
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Cypher.Assert(!m_aiLocked, "Attempt to restore AI during UpdateAI tick");
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Cypher.Assert(IsPlayer() || i_disabledAI != null, "Attempt to restore disabled AI on creature without disabled AI");
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i_AI = i_disabledAI;
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i_lockedAILifetimeExtension = null;
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}
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public bool IsPossessing()
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