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fix(Core/Spells): Resolve invalid spell casts on dead players when the cast is valid. (#20712)
* Initial fix for #20509 * small revert * Two way visibility between ghosts. * clean up temporary changes. * clean up debug code. * small typo * revert .gitignore * fix codestyle * Add missing flag, resolve issue where cast was failing while alive. * Update SpellInfo.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> --------- Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
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@@ -1201,8 +1201,10 @@ bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, u
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m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST);
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}
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else if (cinfo->type_flags & CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS) // Xinef: Add ghost visibility for ghost units
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{
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m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
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m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
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}
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if (Entry == VISUAL_WAYPOINT)
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SetVisible(false);
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