From 4818c70dcb4fba92919333d50a54458c4f4e5e7e Mon Sep 17 00:00:00 2001 From: Shauren Date: Wed, 18 Apr 2012 22:27:40 +0200 Subject: Core/Spells: Removed unneeded phase check from spell casts, its already done in canSeeOrDetect for spells that need it. Probably more phase checks are not needed either --- src/server/game/Entities/Object/Object.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/Entities/Object') diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h index 39be4d4f529..3693f683b24 100755 --- a/src/server/game/Entities/Object/Object.h +++ b/src/server/game/Entities/Object/Object.h @@ -685,7 +685,7 @@ class WorldObject : public Object, public WorldLocation bool IsInMap(const WorldObject* obj) const { if (obj) - return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj); + return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()); return false; } bool IsWithinDist3d(float x, float y, float z, float dist) const @@ -703,7 +703,7 @@ class WorldObject : public Object, public WorldLocation } bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const { - return obj && IsInMap(obj) && _IsWithinDist(obj, dist2compare, is3D); + return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D); } bool IsWithinLOS(float x, float y, float z) const; bool IsWithinLOSInMap(const WorldObject* obj) const; -- cgit v1.2.3