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authorOvah <dreadkiller@gmx.de>2020-09-11 16:30:21 +0200
committerGitHub <noreply@github.com>2020-09-11 16:30:21 +0200
commited79d904e02d05144f8c5953249da9d5acf01218 (patch)
tree8212639ba6a019efa41c7d890ea6a9bc12ff597d /src
parentba84f3c65f86860b800db7a22681d848171fe491 (diff)
Core/GameObjects: trigger npcs that are summoned for gameobject casting will now inherit their gameobject's phase shift as well
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 97c017ca13b..e7796aa6fc5 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -2149,7 +2149,8 @@ void GameObject::CastSpell(Unit* target, uint32 spellId, TriggerCastFlags trigge
// remove immunity flags, to allow spell to target anything
trigger->SetImmuneToAll(false);
-
+ PhasingHandler::InheritPhaseShift(trigger, this);
+
if (Unit* owner = GetOwner())
{
trigger->SetFaction(owner->GetFaction());