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authorQAston <none@none>2010-01-24 18:26:29 +0100
committerQAston <none@none>2010-01-24 18:26:29 +0100
commit492fe452fd816ed78cea2f7f340ed325a66425de (patch)
treebb811042397db86c6a6b8f7aaf4e17e3431832c9 /src/game/Spell.cpp
parent8710fe8fa07d569a2f398d75ab34fcefb2324b2f (diff)
*Bring back one unintentionally removed check in Aura::UpdateOwner
*Remove not blizzlike hack for Vanish (it should not remove delayed spells from player) --HG-- branch : trunk
Diffstat (limited to 'src/game/Spell.cpp')
-rw-r--r--src/game/Spell.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index daa9f71289e..1cc530f5ada 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -1292,12 +1292,11 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool
if( !m_caster->IsFriendlyTo(unit) )
{
- // reset damage to 0 if target has Invisibility or Vanish aura (_only_ vanish, not stealth) and isn't visible for caster
+ // reset damage to 0 if target has Invisibility and isn't visible for caster
// I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
// for delayed spells ignore not visible explicit target
if(m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
- && (unit->m_invisibilityMask || m_caster->m_invisibilityMask
- || unit->HasAuraTypeWithFamilyFlags(SPELL_AURA_MOD_STEALTH, SPELLFAMILY_ROGUE, SPELLFAMILYFLAG_ROGUE_VANISH))
+ && (unit->m_invisibilityMask || m_caster->m_invisibilityMask)
&& !m_caster->canSeeOrDetect(unit, true))
{
// that was causing CombatLog errors