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authorSouler <soulerhyd@gmail.com>2013-01-16 12:57:00 +0100
committerSouler <soulerhyd@gmail.com>2013-01-19 15:31:42 +0100
commit456d9a6cea801c013df0c784256a3ada9a813aed (patch)
treec1180ed58468afe1135f336c2a1e99509e4188d5 /src
parent504ca4105adf0c35dd96576c25487b34cbca9891 (diff)
Spells/Mage: Mages should be able to see everything while on Invisibility
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Object/Object.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index d86813c7023..4c6a13136eb 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -2026,13 +2026,6 @@ bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
if (mask != obj->m_invisibility.GetFlags())
return false;
- // It isn't possible in invisibility to detect something that can't detect the invisible object
- // (it's at least true for spell: 66)
- // It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
- if (obj->ToUnit())
- if ((m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags()) != m_invisibility.GetFlags())
- return false;
-
for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
{
if (!(mask & (1 << i)))