diff options
Diffstat (limited to 'src/server/game/Conditions/ConditionMgr.cpp')
-rw-r--r-- | src/server/game/Conditions/ConditionMgr.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.cpp b/src/server/game/Conditions/ConditionMgr.cpp index e1c385dc881..66a6079b2a9 100644 --- a/src/server/game/Conditions/ConditionMgr.cpp +++ b/src/server/game/Conditions/ConditionMgr.cpp @@ -3992,13 +3992,17 @@ int32 GetUnitConditionVariable(Unit const* unit, Unit const* otherUnit, UnitCond case UnitConditionVariable::IsEnemy: return otherUnit && unit->GetReactionTo(otherUnit) <= REP_HOSTILE; case UnitConditionVariable::IsSpecMelee: - return unit->IsPlayer() && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Flags & CHR_SPECIALIZATION_FLAG_MELEE; + return unit->IsPlayer() && unit->ToPlayer()->GetPrimarySpecialization() + && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Flags & CHR_SPECIALIZATION_FLAG_MELEE; case UnitConditionVariable::IsSpecTank: - return unit->IsPlayer() && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Role == 0; + return unit->IsPlayer() && unit->ToPlayer()->GetPrimarySpecialization() + && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Role == 0; case UnitConditionVariable::IsSpecRanged: - return unit->IsPlayer() && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Flags & CHR_SPECIALIZATION_FLAG_RANGED; + return unit->IsPlayer() && unit->ToPlayer()->GetPrimarySpecialization() + && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Flags & CHR_SPECIALIZATION_FLAG_RANGED; case UnitConditionVariable::IsSpecHealer: - return unit->IsPlayer() && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Role == 1; + return unit->IsPlayer() && unit->ToPlayer()->GetPrimarySpecialization() + && sChrSpecializationStore.AssertEntry(unit->ToPlayer()->GetPrimarySpecialization())->Role == 1; case UnitConditionVariable::IsPlayerControlledNPC: return unit->IsCreature() && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED); case UnitConditionVariable::IsDying: |