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-rw-r--r--src/game/PetAI.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
index af9c7e60457..d70b0c1be1f 100644
--- a/src/game/PetAI.cpp
+++ b/src/game/PetAI.cpp
@@ -115,8 +115,6 @@ void PetAI::UpdateAI(const uint32 diff)
if(!me->GetCharmInfo())
return;
- bool inCombat = me->getVictim();
-
// Autocast (casted only in combat or persistent spells in any state)
if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
@@ -134,7 +132,7 @@ void PetAI::UpdateAI(const uint32 diff)
continue;
// ignore some combinations of combat state and combat/noncombat spells
- if (!inCombat)
+ if (!me->getVictim())
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
@@ -166,7 +164,7 @@ void PetAI::UpdateAI(const uint32 diff)
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
// Fix to allow pets on STAY to autocast
- if (inCombat && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
+ if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
continue;