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| author | ariel- <ariel-@users.noreply.github.com> | 2018-02-01 13:10:51 -0300 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2021-08-28 15:59:11 +0200 |
| commit | 65dca120d34febdaa84a63e17f638ab0fa59b3df (patch) | |
| tree | 6e9cdb496c1c5208ac438c3ce8ad4da5726ab2e4 /src/server/game/Entities | |
| parent | f3548d45d0a74203ef6f5c7282c31ba794ddf7a1 (diff) | |
Core/Spells: rework part 4: iterate over effects first
Ref #18395
Implement far spell queue processing
Closes #7395
(cherry picked from commit 080d2c6cd439acb2059adc4e24a279de98aa0db6)
Diffstat (limited to 'src/server/game/Entities')
| -rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index bbb4ccf5887..62bcd92b3d3 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -24078,7 +24078,7 @@ Player* Player::GetSelectedPlayer() const { ObjectGuid selectionGUID = GetTarget(); if (!selectionGUID.IsEmpty()) - return ObjectAccessor::GetPlayer(*this, selectionGUID); + return ObjectAccessor::FindConnectedPlayer(selectionGUID); return nullptr; } |
