--- deliantra/server/common/object.C 2007/08/08 04:52:59 1.174 +++ deliantra/server/common/object.C 2007/08/10 01:47:52 1.175 @@ -1091,18 +1091,23 @@ int check_walk_off = !flag [FLAG_NO_APPLY]; - for (tmp = ms.bot; tmp; tmp = tmp->above) + if (object *pl = ms.player ()) { - /* No point updating the players look faces if he is the object - * being removed. - */ - - if (tmp->type == PLAYER && tmp->container == this) + if (pl->container == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. */ - tmp->close_container (); + pl->close_container (); + + pl->contr->ns->floorbox_update (); + } + + for (tmp = ms.bot; tmp; tmp = tmp->above) + { + /* No point updating the players look faces if he is the object + * being removed. + */ /* See if object moving off should effect something */ if (check_walk_off @@ -1423,8 +1428,7 @@ */ if (!(flag & INS_MAP_LOAD)) if (object *pl = ms.player ()) - if (pl->contr->ns) - pl->contr->ns->floorbox_update (); + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really