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authorQAston <qaston@gmail.com>2011-12-24 08:40:30 +0100
committerQAston <qaston@gmail.com>2011-12-24 08:40:30 +0100
commit15bd8f3cd51e908b0a56577119b7949a2bcb89ec (patch)
tree9568732cd4351f8b163d5b5f016fe3f36a9ae16e /src/server/game/Spells/Spell.cpp
parenteecc4b58a7fb319b18aca795ee1a44a99963f528 (diff)
Core/Spells: Fix logic in AnyDeadUnitSpellTargetInRangeCheck - spells using this should now correctly check target requirements. This is an alternative fix to #4112.
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index d9abc15f4e5..fbb1a1965d8 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5653,7 +5653,8 @@ SpellCastResult Spell::CheckRange(bool strict)
if (m_spellInfo->RangeEntry)
{
- // self cast is used for triggered spells, no range checking needed
+ // check needed by 68766 51693 - both spells are cast on enemies and have 0 max range
+ // these are triggered by other spells - possibly we should omit range check in that case?
if (m_spellInfo->RangeEntry->ID == 1)
return SPELL_CAST_OK;