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authorQAston <none@none>2010-01-30 15:57:41 +0100
committerQAston <none@none>2010-01-30 15:57:41 +0100
commit1b92277e8cb4183095fdd0299c8de15d34b6109b (patch)
tree3ac0dd3e5191bcac0d48640b2802568dd0baadd9 /src/game/Player.cpp
parenta120426f9fa73d6f3739528266040040f8404c58 (diff)
*Fix the dead loop in Player::removeSpell, or at least optimize the cycle.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index fe7e5e206f7..474c62d0198 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -3438,7 +3438,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
{
if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
- removeSpell(node->next,disabled);
+ removeSpell(node->next,disabled, false);
}
//unlearn spells dependent from recently removed spells
SpellsRequiringSpellMap const &reqMap = spellmgr.GetSpellsRequiringSpell();