fix(Core/Spells): Hunter traps should not be activated by targets not… (#11971)

fix(Core/Spells): Hunter traps should not be activated by targets not in LoS.

Fixes #11432
This commit is contained in:
UltraNix
2022-06-06 14:03:24 +02:00
committed by GitHub
parent 7549eb59be
commit f28c678c14
3 changed files with 48 additions and 11 deletions

View File

@@ -5892,31 +5892,27 @@ SpellCastResult Spell::CheckCast(bool strict)
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT))
{
WorldObject* losCenter = nullptr;
bool castedByGameobject = false;
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
if (m_originalCasterGUID.IsGameObject())
{
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
castedByGameobject = m_caster->GetMap()->GetGameObject(m_originalCasterGUID) != nullptr;
}
else if (m_caster->GetEntry() == WORLD_TRIGGER)
{
if (TempSummon* tempSummon = m_caster->ToTempSummon())
{
losCenter = tempSummon->GetSummonerGameObject();
castedByGameobject = tempSummon->GetSummonerGameObject() != nullptr;
}
}
if (losCenter)
if (castedByGameobject)
{
// If spell casted by gameobject then ignore M2 models
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
}
else
{
losCenter = m_caster;
}
if (!losCenter->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
if (!m_caster->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
{
return SPELL_FAILED_LINE_OF_SIGHT;
}