Core/SAI: Fix compile

Core/SAI: Don't limit SMART_ACTION_SET_INGAME_PHASE_MASK to unit targets only. Thanks to @Shauren for the notice.
This commit is contained in:
Discover-
2013-12-17 11:38:29 +01:00
parent 154ee466eb
commit a0f7fee922
@@ -388,10 +388,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (!IsUnit(*itr))
if (!IsCreature(*itr))
continue;
(*itr)->ToUnit()->SetReactState(ReactStates(e.action.react.state));
(*itr)->ToCreature()->SetReactState(ReactStates(e.action.react.state));
}
break;
@@ -1064,10 +1064,10 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (!IsUnit(*itr))
continue;
(*itr)->ToUnit()->SetPhaseMask(e.action.ingamePhaseMask.mask, true);
if (IsUnit(*itr))
(*itr)->ToUnit()->SetPhaseMask(e.action.ingamePhaseMask.mask, true);
else if (IsGameObject(*itr))
(*itr)->ToGameObject()->SetPhaseMask(e.action.ingamePhaseMask.mask, true);
}
break;