can't risk the out of order for mspells lock and also allowing multiple to traverse the tree
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@ -2295,7 +2295,8 @@ LuaSpell* LuaInterface::GetSpellScript(const char* name, bool create_new, bool u
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LuaSpell* ret = 0;
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Mutex* mutex = 0;
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MSpellScripts.readlock(__FUNCTION__, __LINE__);
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MSpells.lock();
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MSpellScripts.writelock(__FUNCTION__, __LINE__);
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itr = spell_scripts.find(name);
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if(itr != spell_scripts.end()) {
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mutex = GetSpellScriptMutex(name);
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@ -2305,17 +2306,16 @@ LuaSpell* LuaInterface::GetSpellScript(const char* name, bool create_new, bool u
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if (use)
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{
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lua_State* state = spell_script_itr->first;
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MSpellScripts.releasereadlock(__FUNCTION__, __LINE__);
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ret = CreateSpellScript(name, state);
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ret = CreateSpellScript(name, state, true);
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break; // don't keep iterating, we already have our result
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}
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}
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}
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mutex->releasewritelock(__FUNCTION__, __LINE__);
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}
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if(!ret) {
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MSpellScripts.releasereadlock(__FUNCTION__, __LINE__);
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}
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MSpellScripts.releasewritelock(__FUNCTION__, __LINE__);
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MSpells.unlock();
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if(!ret && create_new){
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if(!name || (ret = LoadSpellScript(name)) == nullptr) {
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LogError("Error LUA Spell Script '%s'", name == nullptr ? "unknown" : name);
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@ -2327,11 +2327,7 @@ LuaSpell* LuaInterface::GetSpellScript(const char* name, bool create_new, bool u
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LuaSpell* LuaInterface::CreateSpellScript(const char* name, lua_State* existState) {
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LuaSpell* new_spell = new LuaSpell;
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new_spell->state = existState;
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MSpellScripts.writelock(__FUNCTION__, __LINE__);
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spell_scripts[std::string(name)][new_spell->state] = new_spell;
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MSpellScripts.releasewritelock(__FUNCTION__, __LINE__);
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new_spell->file_name = string(name);
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new_spell->resisted = false;
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new_spell->is_damage_spell = false;
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@ -2357,9 +2353,7 @@ LuaSpell* LuaInterface::CreateSpellScript(const char* name, lua_State* existStat
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new_spell->initial_caster_char_id = 0;
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new_spell->initial_target_char_id = 0;
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MSpells.lock();
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current_spells[new_spell->state] = new_spell;
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MSpells.unlock();
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return new_spell;
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}
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