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authorVincent_Michael <Vincent_Michael@gmx.de>2013-01-13 01:25:56 +0100
committerVincent_Michael <Vincent_Michael@gmx.de>2013-01-13 01:25:56 +0100
commitb08ea19affc7818af33a0af5cbf03eae7de362a5 (patch)
tree08454bd226548e1fabb348126c7ed77bad7916f7 /src/server/game/AI
parent7fbd6d33dd9546fffe81aa241463af005b3dd7d1 (diff)
parentabe4b656c8775c2fe25649e83c135510442dc2b8 (diff)
Merge branch 'master' of github.com:TrinityCore/TrinityCore into mmaps
Diffstat (limited to 'src/server/game/AI')
-rw-r--r--src/server/game/AI/CoreAI/UnitAI.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/AI/CoreAI/UnitAI.cpp b/src/server/game/AI/CoreAI/UnitAI.cpp
index a3cb57b3332..09ba2cc19b1 100644
--- a/src/server/game/AI/CoreAI/UnitAI.cpp
+++ b/src/server/game/AI/CoreAI/UnitAI.cpp
@@ -172,7 +172,9 @@ void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
void UnitAI::DoCastVictim(uint32 spellId, bool triggered)
{
- // Why don't we check for casting unit_state and existing target as we do in DoCast(.. ?
+ if (!me->getVictim() || (me->HasUnitState(UNIT_STATE_CASTING) && !triggered))
+ return;
+
me->CastSpell(me->getVictim(), spellId, triggered);
}