diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp index 8cf08901fac..b4b368b463b 100755 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp @@ -195,7 +195,7 @@ void WaypointMovementGenerator::StartMove(Creature* creature, bool rel // We have no db spline points, so we are going to fall back to default waypoint behaivior. if (!creature->movespline->Finalized() && _lastSplineId == creature->movespline->GetId()) { - // We are still running our previous waypoint spline. Use it's final destination as starting point for our next path. + // We are still running our previous waypoint spline. Use its final destination as starting point for our next path. init.MoveTo(creature->movespline->FinalDestination(), PositionToVector3({ waypoint.X, waypoint.Y, waypoint.Z })); if (!init.Path().empty()) init.Path().insert(init.Path().begin(), PositionToVector3(creature->GetPosition())); @@ -253,7 +253,7 @@ void WaypointMovementGenerator::StartMove(Creature* creature, bool rel bool WaypointMovementGenerator::DoUpdate(Creature* creature, uint32 diff) { // Creature has died. Do not update anymore. - if (!creature->IsAlive()) + if (!creature || !creature->IsAlive()) return true; // The creature has completed its waypoint path or the path is no longer available.