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authorQAston <qaston@gmail.com>2011-08-25 06:51:57 +0200
committerQAston <qaston@gmail.com>2011-08-25 06:51:57 +0200
commit188fdb3e4cd6b07ca63ca32c1f2b162f5c90c2f3 (patch)
tree620558250b3ef78503a3610c854eb8eef2bf4e19 /src
parent62d913bb356a8182d2266a608062544b83458e67 (diff)
Core/Spells: Allow spells with TARGET_FLAG_CORPSE to target players which didn't hit release button yet.
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 84d31449c41..af8e1b2c1a9 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -608,8 +608,8 @@ void Spell::InitExplicitTargets(SpellCastTargets const& targets)
// this also makes sure that we correctly send explicit targets to client (removes redundant data)
uint32 neededTargets = m_spellInfo->GetExplicitTargetMask();
- // check if spell needs unit target
- if (neededTargets & TARGET_FLAG_UNIT_MASK)
+ // check if spell needs unit target (allow spells with corpse flag to accept unit targets - unit target is sent by client when corpse not yet released)
+ if (neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))
{
Unit* target = targets.GetUnitTarget();