Add check if entity is in chunk before changing tick status
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@ -1019,7 +1019,10 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
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(*itr)->SetWorld(this);
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m_ChunkMap->AddEntity(*itr);
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ASSERT(!(*itr)->IsTicking());
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(*itr)->SetIsTicking(true);
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if (m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
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{
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(*itr)->SetIsTicking(true);
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}
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}
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m_EntitiesToAdd.clear();
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}
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@ -3805,7 +3808,10 @@ void cWorld::AddQueuedPlayers(void)
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// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
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m_ChunkMap->AddEntityIfNotPresent(*itr);
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ASSERT(!(*itr)->IsTicking());
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(*itr)->SetIsTicking(true);
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if (m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
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{
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(*itr)->SetIsTicking(true);
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}
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} // for itr - PlayersToAdd[]
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} // Lock(m_CSPlayers)
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