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authormegamage <none@none.none>2011-10-10 12:56:14 -0400
committermegamage <none@none.none>2011-10-10 12:56:14 -0400
commit00f5366029808be221129e039df948b14cadb11d (patch)
tree515321ee3585252bac65268efd1c538009f508d0 /src
parent765a6f2e196ba945bcc8a9e62e68ff7e7ac6658e (diff)
Fix the bug that CC AOE spells do not remove stealth aura if the target is behind the caster.
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index fd782519410..16243396ebb 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -1433,7 +1433,7 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, const uint32 effectMask, bool
if (m_spellInfo->Speed > 0.0f && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
return SPELL_MISS_EVADE;
- if (m_caster->IsValidAttackTarget(unit))
+ if (m_caster->_IsValidAttackTarget(unit, m_spellInfo))
{
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
//TODO: This is a hack. But we do not know what types of stealth should be interrupted by CC