Merge pull request #12084 from Trisjdc/pet_combat_2

Core/Spells: Players with active pets count as if they were players in combat against spells with SPELL_ATTR1_CANT_TARGET_IN_COMBAT
This commit is contained in:
jackpoz
2014-05-25 11:25:04 +02:00

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@@ -24,6 +24,7 @@
#include "Player.h"
#include "Battleground.h"
#include "Vehicle.h"
#include "Pet.h"
uint32 GetTargetFlagMask(SpellTargetObjectTypes objType)
{
@@ -1505,8 +1506,16 @@ SpellCastResult SpellInfo::CheckTarget(Unit const* caster, WorldObject const* ta
// creature/player specific target checks
if (unitTarget)
{
if (AttributesEx & SPELL_ATTR1_CANT_TARGET_IN_COMBAT && unitTarget->IsInCombat())
return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
if (AttributesEx & SPELL_ATTR1_CANT_TARGET_IN_COMBAT)
{
if (unitTarget->IsInCombat())
return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
// player with active pet counts as a player in combat
else if (Player const* player = unitTarget->ToPlayer())
if (Pet* pet = player->GetPet())
if (pet->GetVictim() && !pet->HasUnitState(UNIT_STATE_CONTROLLED))
return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
}
// only spells with SPELL_ATTR3_ONLY_TARGET_GHOSTS can target ghosts
if (((AttributesEx3 & SPELL_ATTR3_ONLY_TARGET_GHOSTS) != 0) != unitTarget->HasAuraType(SPELL_AURA_GHOST))