Core/Unit: Remove incorrect check that dont allow units attack your vehicle/passenger (#17932)

(cherry picked from commit f0cd28be3d)
This commit is contained in:
Keader
2016-10-14 18:41:38 -03:00
committed by joschiwald
parent 53dde7e2ca
commit ff90a3f3c4

View File

@@ -7915,11 +7915,6 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster()))
return false;
// can't attack own vehicle or passenger
if (m_vehicle)
if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
return false;
// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;