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Old 04-25-2009, 05:47 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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The fixes I made that were meant to stop that where in the mob destructor:

mob.cpp
Code:
Mob::~Mob()
{
        // Our Entity ID is set to 0 in NPC::Death. This leads to mobs hanging around for a while in
        // the entity list, even after they have been destroyed. Use our memory pointer to remove the mob
        // if our EntityID is 0.
        //

        if(GetID() > 0)
                entity_list.RemoveMob(GetID());
        else
                entity_list.RemoveMob(this);
and the end of the client destructor:

client.cpp
Code:
Client::~Client() {
<snip>
        entity_list.RemoveClient(this);
}

void Client::SendLogoutPackets() {
If you have the code in green, I am not sure what could be causing the problem.
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