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authorkaelima <kaelima@live.se>2012-03-26 03:12:56 +0200
committerkaelima <kaelima@live.se>2012-03-26 03:12:56 +0200
commitc38bf4498ac72528caec60c4750fe2cd7f492233 (patch)
tree2131fd19859ecbb467c877251b98e9a755301e36 /src/server/game/Spells/Spell.cpp
parent786c226b7442ae81479c0124409585293fdf6a76 (diff)
Fix compile and fix a possible crash for mob_kiljaeden_controller
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index bf2be9afd9b..2032c883256 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3080,7 +3080,7 @@ void Spell::cancel()
*m_selfContainer = NULL;
m_caster->RemoveDynObject(m_spellInfo->Id);
- if (IsChanneledSpell(m_spellInfo)) // if not channeled then the object for the current cast wasn't summoned yet
+ if (m_spellInfo->IsChanneled()) // if not channeled then the object for the current cast wasn't summoned yet
m_caster->RemoveGameObject(m_spellInfo->Id, true);
//set state back so finish will be processed
@@ -6666,7 +6666,7 @@ bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
// no, we aren't, do the typical update
// check, if we have channeled spell on our hands
/*
- if (IsChanneledSpell(m_Spell->m_spellInfo))
+ if (m_Spell->m_spellInfo->IsChanneled())
{
// evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
// check, if we have casting anything else except this channeled spell and autorepeat