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authorxinef1 <w.szyszko2@gmail.com>2017-01-11 12:30:22 +0100
committerShauren <shauren.trinity@gmail.com>2018-12-09 14:18:42 +0100
commit0d0dea63989d8f346caf0708a54971bee2568099 (patch)
tree5f42dfde2d0a0f1a5eee5e4598ae1849a169fb8f
parent7653d240722952b71e4843ffd8c5a2e25cdbd38d (diff)
Fixed visual bug where accessory could detach from vehicle on client (#18590)
Closes #15153 (cherry-picked from 2e635cf3cf73577a0d65d19a4ddddffc4ebc33a2)
-rw-r--r--src/server/game/Entities/Object/Object.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index cd1d352eda8..cc0fc619542 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -2100,6 +2100,14 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
corpseVisibility = true;
}
}
+
+ if (Unit const* target = obj->ToUnit())
+ {
+ // Don't allow to detect vehicle accessories if you can't see vehicle
+ if (Unit const* vehicle = target->GetVehicleBase())
+ if (!thisPlayer->HaveAtClient(vehicle))
+ return false;
+ }
}
WorldObject const* viewpoint = this;