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[11107] Fixed possible crash in CreatureEventAI melee attack proccessing.
Added target check to CreatureEventAI::DoMeleeAttackIfReady, but crash possible as result proccesing in caller function before melee attack different EventAI events that possible can remove combat state or target.
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2 changed files with 15 additions and 11 deletions
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@ -1366,16 +1366,20 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
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void CreatureEventAI::DoMeleeAttackIfReady()
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{
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//Make sure our attack is ready before checking distance
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if (m_creature->isAttackReady())
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{
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//If we are within range melee the target
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if (m_creature->CanReachWithMeleeAttack(m_creature->getVictim()))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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// Check target
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if (!m_creature->getVictim())
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return;
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// Make sure our attack is ready before checking distance
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if (!m_creature->isAttackReady())
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return;
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// If we are within range melee the target
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if (!m_creature->CanReachWithMeleeAttack(m_creature->getVictim()))
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return;
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
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