diff options
author | Ovah <dreadkiller@gmx.de> | 2020-09-15 14:49:18 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-02-06 00:36:00 +0100 |
commit | f70161dcc5af3c2c958d4df559b77ace735fc7d4 (patch) | |
tree | 4df0f3879f755732b99719a9fb634fb1681e9cf1 | |
parent | c295cb9814f4c2a1878aa047cefe0cfbc7958f93 (diff) |
Core/Spells: fix a possible crash when a target that has been focused during spell casts disappears
(cherry picked from commit 0d152e932cdd986f62ae22bd9fc40569892a2453)
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 2952294b8d4..a2d737bb26c 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3552,7 +3552,8 @@ 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->HasUnitFlag(UNIT_FLAG_POSSESSED)) - creatureCaster->SetInFront(ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget())); + if (WorldObject const* target = ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget())) + creatureCaster->SetInFront(target); SelectSpellTargets(); |