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authortreeston <treeston.mmoc@gmail.com>2016-03-05 13:29:49 +0100
committerShauren <shauren.trinity@gmail.com>2016-04-08 23:58:45 +0200
commit6eb49e4bb20647cf45eb17cbdbf98e412686a7e6 (patch)
treec14825ea83406dc60847824b0e9e4026e63b3309 /src
parent8e8758d857e81622fc8452ef120f188498796e63 (diff)
Unit/PlayerAI: Yeah, we allow charmer to be null now, should probably check for that.
Fixes and closes #16728. (cherry picked from commit 49de12b1cfaca7f089a1ba2660de4a8644a72e2c)
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 91258b549f9..cdd2de792e4 100644
--- a/src/server/game/AI/PlayerAI/PlayerAI.cpp
+++ b/src/server/game/AI/PlayerAI/PlayerAI.cpp
@@ -147,6 +147,8 @@ 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())