[-] Fixed compilation in previous revision
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@ -216,7 +216,7 @@ static Target *SelectTargetUnitsOfAutoCast(CUnit &caster, const SpellType &spell
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bool inCombat = false;
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for (size_t i = 0; i < table.size(); ++i) {
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if (table[i]->IsVisibleAsGoal(*caster.Player) && caster.IsEnemy(*table[i])
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&& CanTarget(caster.Type, table[i]->Type)) {
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&& CanTarget(*caster.Type, *table[i]->Type)) {
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inCombat = true;
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break;
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}
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