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Resolves an issue where item is null but is accessed but not doing that code and instead consulting the EntityManager for a valid Entity, alongside nullifying the m_Owner objectID should the pet be destroyed and timer still exist. Update PetComponent.cpp Add nullptr check Add back timer Update PetComponent.cpp speculative fix for a different crash Why are we accessing something before checking if its null
9.2 KiB
9.2 KiB