Core/VMaps: drop "vmap.ignoreSpellIds" in config, this is not longer necessary since we use SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS
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@@ -4909,7 +4909,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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return SPELL_FAILED_NOT_INFRONT;
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if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
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if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
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if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_caster->IsWithinLOSInMap(target))
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return SPELL_FAILED_LINE_OF_SIGHT;
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}
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}
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@@ -4920,7 +4920,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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float x, y, z;
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m_targets.GetDstPos()->GetPosition(x, y, z);
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if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOS(x, y, z))
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if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_caster->IsWithinLOS(x, y, z))
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return SPELL_FAILED_LINE_OF_SIGHT;
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}
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