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authorShocker <shocker@freakz.ro>2013-01-19 20:13:27 -0800
committerShocker <shocker@freakz.ro>2013-01-19 20:13:27 -0800
commit9f04720779f9553e3b61fb7c7272b7e02388325f (patch)
tree15aabe00bc48b44ddd6c7597cec6a2006a9b83d9 /src
parenta5e7936a0fbaa0b5f0d76eb242b2f6d3fb670bb8 (diff)
parent456d9a6cea801c013df0c784256a3ada9a813aed (diff)
Merge pull request #8997 from Souler/fix_mages_invisibility
Core/Spells: 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)))