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authorLordUsagi <LordUsagi@trinity.contrib>2012-11-17 19:46:05 -0500
committerSubv <s.v.h21@hotmail.com>2012-11-17 19:46:05 -0500
commitcee9c3885de7d145a9cfd5534a826dca51ec9766 (patch)
tree42895537c3024071e44226a2c1596fa82ad8c07f /src
parentb768ebc68f75b70694dcd1dc91567bbbed6fbc25 (diff)
Core/Entities: AoE spells should be able to hit invisible targets.
Closes #7712
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index d75ef9aabf2..d8287b68fc5 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1844,7 +1844,7 @@ bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth) const
if (obj->IsAlwaysDetectableFor(seer))
return true;
- if (!seer->CanDetectInvisibilityOf(obj))
+ if (!ignoreStealth && !seer->CanDetectInvisibilityOf(obj))
return false;
if (!ignoreStealth && !seer->CanDetectStealthOf(obj))