Use ref instead of pointer
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@ -83,7 +83,7 @@ void cLeashKnot::TiePlayersLeashedMobs(cPlayer & a_Player, bool a_ShouldBroadCas
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// All conditions met, unleash from player and leash to fence
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PotentialLeashed->Unleash(false, false);
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PotentialLeashed->LeashTo(m_Knot, m_ShouldBroadcast);
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PotentialLeashed->LeashTo(*m_Knot, m_ShouldBroadcast);
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return false;
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}
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} LookForLeashedsCallback(this, &a_Player, a_ShouldBroadCast);
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@ -431,7 +431,7 @@ void cMonster::CalcLeashActions()
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auto LeashKnot = cLeashKnot::FindKnotAtPos(*m_World, { FloorC(m_LeashToPos->x), FloorC(m_LeashToPos->y), FloorC(m_LeashToPos->z) });
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if (LeashKnot != nullptr)
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{
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LeashTo(LeashKnot);
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LeashTo(*LeashKnot);
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SetLeashToPos(nullptr);
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}
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}
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@ -688,7 +688,7 @@ void cMonster::OnRightClicked(cPlayer & a_Player)
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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LeashTo(&a_Player);
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LeashTo(a_Player);
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}
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}
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@ -1407,7 +1407,7 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
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void cMonster::LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast)
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void cMonster::LeashTo(cEntity & a_Entity, bool a_ShouldBroadcast)
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{
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// Do nothing if already leashed
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if (m_LeashedTo != nullptr)
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@ -1415,13 +1415,13 @@ void cMonster::LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast)
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return;
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}
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m_LeashedTo = a_Entity;
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m_LeashedTo = &a_Entity;
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a_Entity->AddLeashedMob(this);
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a_Entity.AddLeashedMob(this);
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if (a_ShouldBroadcast)
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{
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m_World->BroadcastLeashEntity(*this, *a_Entity);
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m_World->BroadcastLeashEntity(*this, a_Entity);
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}
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m_IsLeashActionJustDone = true;
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@ -84,7 +84,7 @@ public:
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bool IsLeashed() const { return (m_LeashedTo != nullptr); }
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/** Leash the monster to an entity. */
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void LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast = true);
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void LeashTo(cEntity & a_Entity, bool a_ShouldBroadcast = true);
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/** Unleash the monster. Overload for the Unleash(bool, bool) function for plugins */
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void Unleash(bool a_ShouldDropLeashPickup);
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