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authorShocker <none@none>2010-09-08 07:57:14 +0300
committerShocker <none@none>2010-09-08 07:57:14 +0300
commit3bb2dc3588f9dbaacd3f5deb7cd9782f47383b84 (patch)
tree577196315b5a9e8d9cc12b6f4eab35e91e73b0ca
parent01c2a6d87c1ebb95a49bc9fa0c45312b93e189be (diff)
Core/Arena: Don't ignore GM visibility in arena pre-start visibility check, fixes issue 3862
--HG-- branch : trunk
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 6146224b7b9..a66c3a15c88 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -20354,7 +20354,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
// Arena visibility before arena start
if (InArena() && GetBattleground()->GetStatus() == STATUS_WAIT_JOIN)
if (const Player* target = u->GetCharmerOrOwnerPlayerOrPlayerItself())
- return GetBGTeam() == target->GetBGTeam();
+ return GetBGTeam() == target->GetBGTeam() && target->isGMVisible();
// phased visibility (both must phased in same way)
if (!InSamePhase(u))