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authorKandera <KanderaDev@gmail.com>2012-04-12 13:29:51 -0400
committerKandera <KanderaDev@gmail.com>2012-04-12 13:29:51 -0400
commite88e0f08d1998dfbe0f35ac341dc7ed64a0ebdbc (patch)
tree78edff904a9aa67f0e3f495d0342d12d07a5ed16 /src/server/game/AI/CreatureAIImpl.h
parent305cd14e864c5c1651d63ab627d79ddaa8535f16 (diff)
parent71bf2684be58f6fdaebaeb480385769bd5934c85 (diff)
Merge branch 'master' of https://github.com/TrinityCore/TrinityCore
Diffstat (limited to 'src/server/game/AI/CreatureAIImpl.h')
-rwxr-xr-xsrc/server/game/AI/CreatureAIImpl.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAIImpl.h b/src/server/game/AI/CreatureAIImpl.h
index f568da80b49..98b0afdefc9 100755
--- a/src/server/game/AI/CreatureAIImpl.h
+++ b/src/server/game/AI/CreatureAIImpl.h
@@ -604,6 +604,7 @@ inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
inline void UnitAI::DoCastVictim(uint32 spellId, bool triggered)
{
+ // Why don't we check for casting unit_state and existing target as we do in DoCast(.. ?
me->CastSpell(me->getVictim(), spellId, triggered);
}