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authorGildor <gildor55@gmail.com>2022-04-06 23:56:40 +0200
committerGitHub <noreply@github.com>2022-04-06 23:56:40 +0200
commit70767717c112f1acbf19e5ce366b61ae6dc73475 (patch)
tree817e56874649f6432d8fde978c5dc4c962512b69 /src/server/game/AI
parentf47bd13db30ba4ae335f3f800843a33a7f357c32 (diff)
Core/Spells: Increase search radius for avoid problems with some spells that can't find units with huge combat reach (#27827)
Diffstat (limited to 'src/server/game/AI')
-rw-r--r--src/server/game/AI/CoreAI/TotemAI.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/AI/CoreAI/TotemAI.cpp b/src/server/game/AI/CoreAI/TotemAI.cpp
index 64f9f21b2c9..881d49b6609 100644
--- a/src/server/game/AI/CoreAI/TotemAI.cpp
+++ b/src/server/game/AI/CoreAI/TotemAI.cpp
@@ -63,9 +63,10 @@ void TotemAI::UpdateAI(uint32 /*diff*/)
if (!victim || !victim->isTargetableForAttack() || !me->IsWithinDistInMap(victim, max_range) || me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim))
{
victim = nullptr;
+ float extraSearchRadius = max_range > 0.0f ? EXTRA_CELL_SEARCH_RADIUS : 0.0f;
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me->GetCharmerOrOwnerOrSelf(), max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(me, victim, u_check);
- Cell::VisitAllObjects(me, checker, max_range);
+ Cell::VisitAllObjects(me, checker, max_range + extraSearchRadius);
}
// If have target