Code: Select all
> EQ2World.exe!NPC_AI::ProcessCombatMovement() Line 156 + 0x10 bytes C++
EQ2World.exe!ZoneServer::SpawnProcess() Line 1005 C++
EQ2World.exe!SpawnLoop(void * tmp) Line 4617 + 0x5 bytes C++
EQ2World.exe!_callthreadstart() Line 259 + 0x6 bytes C
EQ2World.exe!_threadstart(void * ptd) Line 241 + 0x5 bytes C
kernel32.dll!77e6481f()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
Attempting this as a fix:
Code: Select all
// Get our distance from the target location
distance_from_target = npc->GetDistance(target_location->x, target_location->y, target_location->z, true);
- if (target)
+ if (target && target_location)
target_distance_from_target = target->GetDistance(target_location->x, target_location->y, target_location->z, true);
+ else
+ target_distance_from_target = 0;I'd like crashes to take top priority over all other tasks. We've had a very stable server for a long time, we do not need to lose traction now.