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Avoid target requirement checks for spells with caster base target selection (self,pet,around). Author: VladimirMangos
This fix cast fail for some spells, mostly triggered or scripted with unexpected prowided explicit tatrget different from caster. --HG-- branch : trunk
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@@ -4354,7 +4354,9 @@ SpellCastResult Spell::CheckCast(bool strict)
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if(!m_IsTriggeredSpell && target == m_caster && m_spellInfo->AttributesEx & SPELL_ATTR_EX_CANT_TARGET_SELF)
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return SPELL_FAILED_BAD_TARGETS;
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if(target != m_caster)
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bool non_caster_target = target != m_caster && !spellmgr.IsSpellWithCasterSourceTargetsOnly(m_spellInfo);
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if(non_caster_target)
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{
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// target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds
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if(!m_IsTriggeredSpell && m_spellInfo->TargetAuraState && !target->HasAuraState(AuraState(m_spellInfo->TargetAuraState), m_spellInfo, m_caster))
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@@ -4402,7 +4404,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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//check creature type
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//ignore self casts (including area casts when caster selected as target)
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if(target != m_caster)
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if(non_caster_target)
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{
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if(!CheckTargetCreatureType(target))
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{
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@@ -4415,7 +4417,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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// TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result.
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// check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc
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if(m_caster != target && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID())
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if(non_caster_target && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID())
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{
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// check correctness positive/negative cast target (pet cast real check and cheating check)
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if(IsPositiveSpell(m_spellInfo->Id))
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@@ -4454,7 +4456,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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}
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// check if target is in combat
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if (target != m_caster && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
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if (non_caster_target && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
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return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
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}
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