From ca2159bf405fb96a8eba9f1e58bda7ee6c7eb247 Mon Sep 17 00:00:00 2001 From: jackpoz Date: Fri, 4 Sep 2020 22:01:25 +0200 Subject: Scripts/Obsidian Sanctum: Fix portals not being visible Change NearestGameObjectEntryInObjectRangeCheck to allow returning GameObject not spawned. Fixes other occurrences where a similar issue exists. --- .../Northrend/ChamberOfAspects/ObsidianSanctum/obsidian_sanctum.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/scripts/Northrend') diff --git a/src/server/scripts/Northrend/ChamberOfAspects/ObsidianSanctum/obsidian_sanctum.cpp b/src/server/scripts/Northrend/ChamberOfAspects/ObsidianSanctum/obsidian_sanctum.cpp index f2e1d82d546..f7465f832a8 100644 --- a/src/server/scripts/Northrend/ChamberOfAspects/ObsidianSanctum/obsidian_sanctum.cpp +++ b/src/server/scripts/Northrend/ChamberOfAspects/ObsidianSanctum/obsidian_sanctum.cpp @@ -251,7 +251,7 @@ struct dummy_dragonAI : public ScriptedAI // using a grid search here seem to be more efficient than caching all four guids // in instance script and calculate range to each. - GameObject* portal = me->FindNearestGameObject(GO_TWILIGHT_PORTAL, 50.0f); + GameObject* portal = me->FindNearestGameObject(GO_TWILIGHT_PORTAL, 50.0f, false); switch (me->GetEntry()) { -- cgit v1.2.3