Fixed crash with failed entity-loading.
This should fix issues reported in: http://forum.mc-server.org/showthread.php?tid=1328 http://forum.mc-server.org/showthread.php?tid=1308
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@ -73,7 +73,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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cEntity::~cEntity()
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{
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ASSERT(!m_World->HasEntity(m_UniqueID)); // Before deleting, the entity needs to have been removed from the world
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// Before deleting, the entity needs to have been removed from the world, if ever added
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ASSERT((m_World == NULL) || !m_World->HasEntity(m_UniqueID));
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/*
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// DEBUG:
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@ -1926,14 +1926,19 @@ bool cWSSAnvil::LoadEntityBaseFromNBT(cEntity & a_Entity, const cParsedNBT & a_N
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double Speed[3];
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if (!LoadDoublesListFromNBT(Speed, 3, a_NBT, a_NBT.FindChildByName(a_TagIdx, "Motion")))
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{
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return false;
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// Provide default speed:
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Speed[0] = 0;
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Speed[1] = 0;
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Speed[2] = 0;
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}
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a_Entity.SetSpeed(Speed[0], Speed[1], Speed[2]);
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double Rotation[3];
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if (!LoadDoublesListFromNBT(Rotation, 2, a_NBT, a_NBT.FindChildByName(a_TagIdx, "Rotation")))
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{
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return false;
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// Provide default rotation:
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Rotation[0] = 0;
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Rotation[1] = 0;
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}
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a_Entity.SetYaw(Rotation[0]);
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a_Entity.SetRoll(Rotation[1]);
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