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authorOvah <dreadkiller@gmx.de>2020-09-15 14:49:18 +0200
committerGitHub <noreply@github.com>2020-09-15 14:49:18 +0200
commit0d152e932cdd986f62ae22bd9fc40569892a2453 (patch)
tree1558e98965be2778cf25985906652da282e7118c
parent39a436bd658790d39d3cfa64e18f49544475dfe3 (diff)
Core/Spells: fix a possible crash when a target that has been focused during spell casts disappears
-rw-r--r--src/server/game/Spells/Spell.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index ea34d8c2ddc..534a45d4e3d 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3366,7 +3366,8 @@ void Spell::_cast(bool skipCheck)
// The spell focusing is making sure that we have a valid cast target guid when we need it so only check for a guid value here.
if (Creature* creatureCaster = m_caster->ToCreature())
if (!creatureCaster->GetTarget().IsEmpty() && !creatureCaster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED))
- creatureCaster->SetInFront(ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget()));
+ if (WorldObject const* target = ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget()))
+ creatureCaster->SetInFront(target);
SelectSpellTargets();