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authorQAston <none@none>2009-02-11 22:59:02 +0100
committerQAston <none@none>2009-02-11 22:59:02 +0100
commitc4fa6a5d54adbb76b5c7fd4a27d2a453149a30c9 (patch)
treebe9b1722c49a843178840e8db0074977e193ca97 /src/bindings/scripts/include
parent376788d761a2f06c7ceb6437fab801cee0c9abab (diff)
*Allow creatures to have up to 8 spells in creature_template.
--HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index ad266fb37c5..6d68e203352 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -464,7 +464,7 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mech
SpellRangeEntry const* TempRange;
//Check if each spell is viable(set it to null if not)
- for (uint32 i = 0; i < 4; i++)
+ for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);