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authorNaios <naios-dev@live.de>2015-11-04 20:06:20 +0100
committerCarbenium <carbenium@outlook.com>2015-11-07 13:09:10 +0100
commit3a3a6bbfd2d841f58cb6af191f969830ce852d8c (patch)
tree47aaef336804899237f6e0f36daebff0cbc1b0c2 /src/server/game/Scripting/ScriptMgr.cpp
parent23153c8bf168175c28fe6f1b20f3c0507c75f316 (diff)
Core/Globals: Use std::string rather than char* to pass script names around.
(cherry picked from commit b7b49fe35f87e83813466cb302ff17381792e607) Conflicts: src/server/game/Battlegrounds/BattlegroundMgr.cpp src/server/game/Globals/ObjectMgr.cpp
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index f989222c8b5..734a08dabcc 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -129,7 +129,7 @@ class ScriptRegistry
{
// Get an ID for the script. An ID only exists if it's a script that is assigned in the database
// through a script name (or similar).
- uint32 id = sObjectMgr->GetScriptId(script->GetName().c_str());
+ uint32 id = sObjectMgr->GetScriptId(script->GetName());
if (id)
{
// Try to find an existing script.