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authormegamage <none@none>2008-11-01 16:53:16 -0500
committermegamage <none@none>2008-11-01 16:53:16 -0500
commit37d0fdd0cd4f6012c4a0c1f536a726fed9d4994e (patch)
tree96a7067d4e7fd21a1b26766f43f8bb122f00d7d3 /src/game/TargetedMovementGenerator.cpp
parentd292b85d3849cf45028ee98220311af9b0ccafa0 (diff)
[svn] Check creature combat reach when loading db. This should fix the bug that finding random contact point causes crash.
--HG-- branch : trunk
Diffstat (limited to 'src/game/TargetedMovementGenerator.cpp')
-rw-r--r--src/game/TargetedMovementGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
index 283fcfa8343..bd0e7e378fd 100644
--- a/src/game/TargetedMovementGenerator.cpp
+++ b/src/game/TargetedMovementGenerator.cpp
@@ -164,7 +164,7 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
if (owner.GetObjectSize())
i_destinationHolder.ResetUpdate(50);
- float dist = owner.GetFloatValue(UNIT_FIELD_COMBATREACH) + i_target.getTarget()->GetFloatValue(UNIT_FIELD_COMBATREACH) + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
+ float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
//More distance let have better performance, less distance let have more sensitive reaction at target move.