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authorSebastian Valle <s.v.h21@hotmail.com>2013-09-03 15:09:37 -0500
committerSebastian Valle <s.v.h21@hotmail.com>2013-09-03 15:09:37 -0500
commit24f8b2b994bb22f460bf304936cfc8a57e1c1220 (patch)
tree178cf58b337bb9c34dce277424ba090137dc30a3 /src/server/game/AI/CreatureAI.cpp
parent5b95301de51e7706ce07a5f2c185ab32decc23f7 (diff)
Core/Misc: Fixed some more issues found by code analysis tools.
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index cbb79b47958..75a1488ed45 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -75,6 +75,8 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
}
}
+ // Intended duplicated check, the code above this should select a victim
+ // If it can't find a suitable attack target then we should error out.
if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
{
TC_LOG_ERROR(LOG_FILTER_GENERAL, "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());