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authorNaios <naios-dev@live.de>2015-11-04 20:06:20 +0100
committerNaios <naios-dev@live.de>2015-11-04 20:52:13 +0100
commitb7b49fe35f87e83813466cb302ff17381792e607 (patch)
tree3e4d3667e7e11b37013a3ec3421f08092ed0fa88 /src/server/game/Scripting/ScriptMgr.cpp
parent12d1993994b11785174c7caa7d7f9b5aa87d8411 (diff)
Core/Globals: Use std::string rather than char* to pass script names around.
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 301a25fa6a4..e12d6a137c6 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.