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