From fa546d1428989a4e3eb17ad60be34ab3f5f08ab8 Mon Sep 17 00:00:00 2001 From: Machiavelli Date: Wed, 22 Feb 2012 19:15:52 +0100 Subject: Core/Spells: Change logic in assertion in Spell::SelectImplicitTargetObjectTargets. Not sure if this a step in the right direction for the intended design, but following the logic of the function there should be OR unit target OR gameobject target OR item target pointers available. If Item target doesn't belong there then the already present AddItemTarget call should be removed. --- src/server/game/Spells/Spell.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Spells/Spell.cpp') diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index e4724d58a3c..d4f23d1d68e 100755 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1508,7 +1508,7 @@ void Spell::SelectImplicitCasterObjectTargets(SpellEffIndex effIndex, SpellImpli void Spell::SelectImplicitTargetObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { - ASSERT(m_targets.GetObjectTarget() && "Spell::SelectImplicitTargetObjectTargets - no explicit object target available!"); + ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!"); if (Unit* unit = m_targets.GetUnitTarget()) AddUnitTarget(unit, 1 << effIndex); else if (GameObject* gobj = m_targets.GetGOTarget()) -- cgit v1.2.3