Core/Spells: Fix infinite loop

Fix an infinite loop caused by a mix of item 25498 and liquid damage
This commit is contained in:
jackpoz
2019-07-28 17:13:48 +02:00
parent f7eeb4525f
commit 9b292f4369
2 changed files with 8 additions and 2 deletions

View File

@@ -3136,9 +3136,12 @@ void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData>
if (_lastLiquid && _lastLiquid->SpellId)
RemoveAurasDueToSpell(_lastLiquid->SpellId);
Player* player = GetCharmerOrOwnerPlayerOrPlayerItself();
// Set _lastLiquid before casting liquid spell to avoid infinite loops
_lastLiquid = curLiquid;
if (curLiquid && curLiquid->SpellId && (!player || !player->IsGameMaster()))
CastSpell(this, curLiquid->SpellId, true);
_lastLiquid = curLiquid;
}
}

View File

@@ -3816,7 +3816,10 @@ void Spell::finish(bool ok)
if (spellInfo && spellInfo->SpellIconID == 2056)
{
TC_LOG_DEBUG("spells", "Statue %d is unsummoned in spell %d finish", unitCaster->GetGUID().GetCounter(), m_spellInfo->Id);
unitCaster->setDeathState(JUST_DIED);
// Avoid infinite loops with setDeathState(JUST_DIED) being called over and over
// It might make sense to do this check in Unit::setDeathState() and all overloaded functions
if(unitCaster->getDeathState() != JUST_DIED)
unitCaster->setDeathState(JUST_DIED);
return;
}
}