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-rw-r--r--src/server/game/Movement/PathGenerator.cpp5
-rw-r--r--src/server/game/Movement/PathGenerator.h1
-rw-r--r--src/server/game/Spells/Spell.cpp4
3 files changed, 10 insertions, 0 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index 4dcc3253317..9d18ceb33b4 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -943,3 +943,8 @@ void PathGenerator::ReducePathLenghtByDist(float dist)
nextVec = currVec; // we're going backwards
}
}
+
+bool PathGenerator::IsInvalidDestinationZ(Unit const* target) const
+{
+ return (target->GetPositionZ() - GetActualEndPosition().z) > 5.0f;
+}
diff --git a/src/server/game/Movement/PathGenerator.h b/src/server/game/Movement/PathGenerator.h
index 3cad62abf25..a3e88b8a705 100644
--- a/src/server/game/Movement/PathGenerator.h
+++ b/src/server/game/Movement/PathGenerator.h
@@ -58,6 +58,7 @@ class TC_GAME_API PathGenerator
// Calculate the path from owner to given destination
// return: true if new path was calculated, false otherwise (no change needed)
bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false, bool straightLine = false);
+ bool IsInvalidDestinationZ(Unit const* target) const;
// option setters - use optional
void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; }
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index af5c4f8d0b5..6fd3c795c54 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5270,7 +5270,11 @@ SpellCastResult Spell::CheckCast(bool strict)
return SPELL_FAILED_OUT_OF_RANGE;
else if (!result || m_preGeneratedPath.GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE))
return SPELL_FAILED_NOPATH;
+ else if (m_preGeneratedPath.IsInvalidDestinationZ(target)) // Check position z, if not in a straight line
+ return SPELL_FAILED_NOPATH;
}
+ else if (m_preGeneratedPath.IsInvalidDestinationZ(target)) // Check position z, if in a straight line
+ return SPELL_FAILED_NOPATH;
m_preGeneratedPath.ReducePathLenghtByDist(objSize); // move back
}