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authorGildor <gildor55@gmail.com>2020-04-12 15:28:01 +0200
committerGitHub <noreply@github.com>2020-04-12 15:28:01 +0200
commit862097a63351e957fd4aa6cb82fe7d9edf4d3926 (patch)
treec557ea317bd244ca7ff5f6d688d5a812cf122b41 /src/server/game/Spells/Spell.cpp
parentc3037c35639a547fca6be02ad1a0a2ed4c1c5fe9 (diff)
Core/Gameobjects: Improve stealth detection (#24417)
* Core/Gameobjects: Improve stealth detection * fix warning: private field 'i_funit' is not used * Code cleanup * add comment Co-authored-by: jackpoz <giacomopoz@gmail.com>
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 3e6de8b9baf..ff52652452f 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5186,7 +5186,9 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
{
// Check explicit target for m_originalCaster - todo: get rid of such workarounds
WorldObject* caster = m_caster;
- if (m_originalCaster)
+ // in case of gameobjects like traps, we need the gameobject itself to check target validity
+ // otherwise, if originalCaster is far away and cannot detect the target, the trap would not hit the target
+ if (m_originalCaster && !caster->ToGameObject())
caster = m_originalCaster;
SpellCastResult castResult = m_spellInfo->CheckExplicitTarget(caster, m_targets.GetObjectTarget(), m_targets.GetItemTarget());