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Remove the pointer to the deallocated chunk from the current player/NPC.
This fixes the Great Crash Bug(tm).
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@@ -28,8 +28,8 @@ namespace ChunkManager {
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void addNPC(int posX, int posY, int instanceID, int32_t id);
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void addPlayer(int posX, int posY, int instanceID, CNSocket* sock);
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void removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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void removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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bool removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, int> chunk);
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void destroyChunk(std::tuple<int, int, int> chunkPos);
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std::tuple<int, int, int> grabChunk(int posX, int posY, int instanceID);
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