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authorariel- <ariel-@users.noreply.github.com>2016-12-01 02:14:29 -0300
committerDoctorKraft <DoctorKraft@users.noreply.github.com>2018-03-12 10:32:01 +0100
commitec5d778e10dfab98a493b1c134d7782ca47d40cf (patch)
treea41a46275b76f803f4a973af1d31d44048802011
parent4889d78c1a26427dab9323c224f217bbd851262a (diff)
Core/Spells: fix a pretty edge case of creatures being put in combat by evaded spells
(cherry picked from commit 343419ab992ca3b8dd93e87e8a16a1ee097447bf)
-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 47f43ad532c..e831ac843ea 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2572,7 +2572,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
}
}
- if (missInfo != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || 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());