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authortreeston <treeston.mmoc@gmail.com>2016-03-05 13:29:49 +0100
committertreeston <treeston.mmoc@gmail.com>2016-03-05 13:29:49 +0100
commit49de12b1cfaca7f089a1ba2660de4a8644a72e2c (patch)
treee2e9dc71f412ccea076b0170143d71a329da3b44 /src
parent431da2ffc9844f7cedaa481b7765ff1cf09a4eb6 (diff)
Unit/PlayerAI: Yeah, we allow charmer to be null now, should probably check for that.
Fixes and closes #16728.
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/PlayerAI/PlayerAI.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/AI/PlayerAI/PlayerAI.cpp b/src/server/game/AI/PlayerAI/PlayerAI.cpp
index bafa1a0ecf7..680ecfb9414 100644
--- a/src/server/game/AI/PlayerAI/PlayerAI.cpp
+++ b/src/server/game/AI/PlayerAI/PlayerAI.cpp
@@ -167,6 +167,8 @@ Unit* SimpleCharmedPlayerAI::SelectAttackTarget() const
void SimpleCharmedPlayerAI::UpdateAI(const uint32 /*diff*/)
{
Creature* charmer = me->GetCharmer() ? me->GetCharmer()->ToCreature() : nullptr;
+ if (!charmer)
+ return;
//kill self if charm aura has infinite duration
if (charmer->IsInEvadeMode())