From 188fdb3e4cd6b07ca63ca32c1f2b162f5c90c2f3 Mon Sep 17 00:00:00 2001 From: QAston Date: Thu, 25 Aug 2011 06:51:57 +0200 Subject: Core/Spells: Allow spells with TARGET_FLAG_CORPSE to target players which didn't hit release button yet. --- src/server/game/Spells/Spell.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 84d31449c41..af8e1b2c1a9 100755 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -608,8 +608,8 @@ void Spell::InitExplicitTargets(SpellCastTargets const& targets) // this also makes sure that we correctly send explicit targets to client (removes redundant data) uint32 neededTargets = m_spellInfo->GetExplicitTargetMask(); - // check if spell needs unit target - if (neededTargets & TARGET_FLAG_UNIT_MASK) + // check if spell needs unit target (allow spells with corpse flag to accept unit targets - unit target is sent by client when corpse not yet released) + if (neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK)) { Unit* target = targets.GetUnitTarget(); -- cgit v1.2.3