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Fixed deadlock when moving players to other worlds.

Fixes #1039, fixes #851
This commit is contained in:
Mattes D
2014-06-08 21:58:08 +02:00
parent b904223b9d
commit af4a21ea06
32 changed files with 204 additions and 96 deletions

View File

@@ -129,9 +129,9 @@ const char * cEntity::GetParentClass(void) const
bool cEntity::Initialize(cWorld * a_World)
bool cEntity::Initialize(cWorld & a_World)
{
if (cPluginManager::Get()->CallHookSpawningEntity(*a_World, *this))
if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this))
{
return false;
}
@@ -144,13 +144,13 @@ bool cEntity::Initialize(cWorld * a_World)
*/
m_IsInitialized = true;
m_World = a_World;
m_World = &a_World;
m_World->AddEntity(this);
cPluginManager::Get()->CallHookSpawnedEntity(*a_World, *this);
cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this);
// Spawn the entity on the clients:
a_World->BroadcastSpawnEntity(*this);
a_World.BroadcastSpawnEntity(*this);
return true;
}