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authorjackpoz <giacomopoz@gmail.com>2019-07-28 17:13:48 +0200
committerjackpoz <giacomopoz@gmail.com>2019-07-28 17:13:48 +0200
commit9b292f436903e436bfdfdc61d40d2efffad35bca (patch)
treeec5dfd6a65dc332dd30eeadf16399a27e466fb7e /src/server/game/Entities
parentf7eeb4525f30eb06c68462232920f53e87007a54 (diff)
Core/Spells: Fix infinite loop
Fix an infinite loop caused by a mix of item 25498 and liquid damage
Diffstat (limited to 'src/server/game/Entities')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index e864a17117d..b69b16b9f41 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -3136,9 +3136,12 @@ void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData>
if (_lastLiquid && _lastLiquid->SpellId)
RemoveAurasDueToSpell(_lastLiquid->SpellId);
Player* player = GetCharmerOrOwnerPlayerOrPlayerItself();
+
+ // Set _lastLiquid before casting liquid spell to avoid infinite loops
+ _lastLiquid = curLiquid;
+
if (curLiquid && curLiquid->SpellId && (!player || !player->IsGameMaster()))
CastSpell(this, curLiquid->SpellId, true);
- _lastLiquid = curLiquid;
}
}