A little deviantion from redstone again: I need halp too, this time on saving mobs
What exactly should I do here to make mobs spawn?

// This code crashes:
void cWSSAnvil::LoadSlimeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
{
int SizeIdx = a_NBT.FindChildByName(a_TagIdx, "Size");
if (SizeIdx < 0) { return; }
int Size = a_NBT.GetInt(SizeIdx);
cMonster * Monster = NULL;
Monster = new cSlime(Size);
if (!LoadEntityBaseFromNBT(((cEntity &)Monster), a_NBT, a_TagIdx))
{
return;
}
a_Entities.push_back(Monster);
}
//////////////////////////
// This code does too (with a deadlock):
void cWSSAnvil::LoadSkeletonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx)
{
int TypeIdx = a_NBT.FindChildByName(a_TagIdx, "SkeletonType");
if (TypeIdx < 0) { return; }
bool Type = ((a_NBT.GetByte(TypeIdx) == 1) ? true : false);
std::auto_ptr<cSkeleton> Monster(new cSkeleton(Type));
if (!LoadEntityBaseFromNBT(*Monster.get(), a_NBT, a_TagIdx))
{
return;
}
a_Entities.push_back(Monster.release());
}
What exactly should I do here to make mobs spawn?

