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-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 4ba7c8501c9..0afe6e08c37 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -7915,11 +7915,6 @@ 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(GetMap()->GetDifficultyID())) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;