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-rw-r--r--src/bindings/scripts/include/sc_creature.cpp8
-rw-r--r--src/game/SpellAuras.cpp2
2 files changed, 3 insertions, 7 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 48a3a1abbc7..ad266fb37c5 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -454,11 +454,9 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mech
return false;
//Using the extended script system we first create a list of viable spells
- SpellEntry const* Spell[4];
- Spell[0] = 0;
- Spell[1] = 0;
- Spell[2] = 0;
- Spell[3] = 0;
+ SpellEntry const* Spell[CREATURE_MAX_SPELLS];
+ for (uint8 i=0;i<CREATURE_MAX_SPELLS;i++)
+ Spell[i] = 0;
uint32 SpellCount = 0;
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 62726939ba5..9cf21a31faa 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -828,8 +828,6 @@ void Aura::_AddAura()
m_target->SetVisibleAura(slot, t_entry);
}
- sLog.outError("aura::_addaura slot:%d", slot);
-
AuraSlotEntry * entry;
entry=m_target->GetVisibleAura(slot);
if(!entry)