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fix(Core/Spells): Fixed calculating LoS for dynamic objects. (#13521)
Fixes #13255
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@@ -2923,15 +2923,18 @@ void DynObjAura::FillTargetMap(std::map<Unit*, uint8>& targets, Unit* /*caster*/
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for (UnitList::iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
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{
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// xinef: check z level and los dependence
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Unit* target = *itr;
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float zLevel = GetDynobjOwner()->GetPositionZ();
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if (target->GetPositionZ() + 3.0f < zLevel || target->GetPositionZ() - 5.0f > zLevel)
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Optional<float> collisionHeight = { };
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if (Unit* dynObjCaster = GetDynobjOwner()->GetCaster())
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{
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if (!spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !target->IsWithinLOSInMap(GetDynobjOwner()))
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{
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continue;
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}
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collisionHeight = dynObjCaster->GetCollisionHeight();
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}
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if (!spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) &&
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!target->IsWithinLOSInMap(GetDynobjOwner(), VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_ALL_CHECKS, collisionHeight))
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{
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continue;
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}
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std::map<Unit*, uint8>::iterator existing = targets.find(*itr);
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