From e83f913fc501a84d57bb96b308a747e4fce468cb Mon Sep 17 00:00:00 2001 From: Nay Date: Mon, 28 May 2012 22:16:47 +0100 Subject: Core/Spells: Ignore LoS when spells are cast/triggered by gameobjects ... and this is why you shouldn't use the so called hacks. You will just keep adding sh*t on top of more sh*t (like this). Currently, GO spell casts spawn an invisible WORLD_TRIGGER (npc 12999) inside of the gameobject (for certain forms of gameobjects) (and this is why the LoS check was failing). It shouldn't be like that. GOs should be able to cast the spells without having to spawn an auxiliary creature. Fixes "Eye of Acherus" and others --- src/server/game/Entities/GameObject/GameObject.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Entities/GameObject') diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index 10136c5fbd7..eb10a1f54b1 100755 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -1674,7 +1674,7 @@ void GameObject::CastSpell(Unit* target, uint32 spellId) else { trigger->setFaction(14); - // Set owner guid for target if no owner avalible - needed by trigger auras + // Set owner guid for target if no owner available - needed by trigger auras // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell()) trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : 0); } -- cgit v1.2.3