Core/Unit: Remove incorrect check that dont allow units attack your vehicle/passenger (#17932)

This commit is contained in:
Keader authored and Aokromes committed 2016-10-24 13:27:40 +02:00
1 parent 4fc4c81e89
commit 1e60c73ad9
1 file changed
-5
-5
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@@ -10470,11 +10470,6 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster()))
return false;
// can't attack own vehicle or passenger
if (m_vehicle)
if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
return false;
// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea()) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;