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authorariel- <ariel-@users.noreply.github.com>2016-12-01 02:14:29 -0300
committerariel- <ariel-@users.noreply.github.com>2016-12-01 02:14:29 -0300
commit343419ab992ca3b8dd93e87e8a16a1ee097447bf (patch)
treec42ac85b74d02c840c128a5716829b49b946ba53
parent80073bc3681213c5036dad577c2dd52689a8df01 (diff)
Core/Spells: fix a pretty edge case of creatures being put in combat by evaded spells
Closes #18369
-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 c082c0a7584..a50129f4aaf 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2503,7 +2503,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
}
}
- if (missInfo != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
+ // spellHitTarget can be null if spell is missed in DoSpellHitOnUnit
+ if (missInfo != SPELL_MISS_EVADE && spellHitTarget && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
{
m_caster->CombatStart(unit, m_spellInfo->HasInitialAggro());