*Fix the dead loop in Player::removeSpell, or at least optimize the cycle.
--HG-- branch : trunk
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@@ -3438,7 +3438,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
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if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
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if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
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{
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{
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if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
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if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
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removeSpell(node->next,disabled);
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removeSpell(node->next,disabled, false);
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}
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}
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//unlearn spells dependent from recently removed spells
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//unlearn spells dependent from recently removed spells
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SpellsRequiringSpellMap const &reqMap = spellmgr.GetSpellsRequiringSpell();
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SpellsRequiringSpellMap const &reqMap = spellmgr.GetSpellsRequiringSpell();
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