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LUA Functions do not call with MSpawnList locked? (hopefully not)

This is a tough situation here, question is if Combat code can somehow call LUA and lua calls back to KillSpawn, so this might go both ways...

Entity::DamageSpawn

GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this);

This could if calling KillSpawn on that script action cause a deadlock
Image 4 years ago
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commit
d695965fbb
1 changed files with 1 additions and 1 deletions
  1. 1 1
      EQ2/source/WorldServer/LuaFunctions.cpp

+ 1 - 1
EQ2/source/WorldServer/LuaFunctions.cpp

@@ -184,7 +184,7 @@ int EQ2Emu_lua_KillSpawn(lua_State* state) {
 	Spawn* killer = lua_interface->GetSpawn(state, 2);
 	bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
 	if(dead && dead->Alive() && dead->GetZone())
-		dead->GetZone()->KillSpawn(true, dead, killer, send_packet);
+		dead->GetZone()->KillSpawn(false, dead, killer, send_packet);
 	return 0;
 }