From b52ce8e65e8998df1b243b854129d359ee2d25ae Mon Sep 17 00:00:00 2001 From: Gildor Date: Wed, 6 Apr 2022 23:56:40 +0200 Subject: Core/Spells: Increase search radius for avoid problems with some spells that can't find units with huge combat reach (#27827) (cherry picked from commit 70767717c112f1acbf19e5ce366b61ae6dc73475) --- src/server/game/AI/CoreAI/TotemAI.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/server/game/AI') diff --git a/src/server/game/AI/CoreAI/TotemAI.cpp b/src/server/game/AI/CoreAI/TotemAI.cpp index 64741e5993a..c3ccd343f19 100644 --- a/src/server/game/AI/CoreAI/TotemAI.cpp +++ b/src/server/game/AI/CoreAI/TotemAI.cpp @@ -63,9 +63,10 @@ void TotemAI::UpdateAI(uint32 /*diff*/) if (!victim || !victim->isTargetableForAttack() || !me->IsWithinDistInMap(victim, max_range) || me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim)) { victim = nullptr; + float extraSearchRadius = max_range > 0.0f ? EXTRA_CELL_SEARCH_RADIUS : 0.0f; Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me->GetCharmerOrOwnerOrSelf(), max_range); Trinity::UnitLastSearcher checker(me, victim, u_check); - Cell::VisitAllObjects(me, checker, max_range); + Cell::VisitAllObjects(me, checker, max_range + extraSearchRadius); } // If have target -- cgit v1.2.3