Move chunk position accesses after the chunk validity checks
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@ -264,12 +264,14 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
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cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z);
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
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// If destination in the air, go down to the lowest air block.
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while (m_FinalDestination.y > 0)
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