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Core/Cinematic: Properly end re-triggered cinematic before starting a new one - #31959

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Core/Cinematic: Properly end re-triggered cinematic before starting a new one#31959
Jildor wants to merge 1 commit into
TrinityCore:3.3.5from
Jildor:cinematic_assert_unit_destructor

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@Jildor

@Jildor Jildor commented Aug 6, 2026

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Changes proposed:

  • Call EndCinematic() before summoning a new camera object when one is already active
  • Clear the stored cinematic object GUID in EndCinematic()

Starting a cinematic while another one is still in progress (clicking gameobject 187578 in Magister's Terrace more than once) summoned a new camera object without cleaning up the previous one.
The player stayed bound to the old camera and, once it despawned, the Unit destructor failed on ASSERT(m_sharedVision.empty()).

Issues addressed:

None

Tests performed:

tested in-game

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