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authorKeader <keader.android@gmail.com>2016-10-14 18:41:38 -0300
committerShauren <shauren.trinity@gmail.com>2016-10-14 23:41:38 +0200
commitf0cd28be3d1b3ca3632d2b92cce55858f6025071 (patch)
tree99b305fde0fd208af7ee588eea01dc2aa81a9bbd /src
parent727f77ec6ab9b507d86ffc482b2801fb5b9b907e (diff)
Core/Unit: Remove incorrect check that dont allow units attack your vehicle/passenger (#17932)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 5313381737a..e270789c281 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8644,11 +8644,6 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster()))
return false;
- // can't attack own vehicle or passenger
- if (m_vehicle)
- if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
- return false;
-
// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea()) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;