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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joschiwald committed 2012-12-30 18:52:32 +01:00
1 parent 0aef9419b6
commit 22896bd7a4
5 files changed
+4 -108

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@@ -4909,7 +4909,7 @@ SpellCastResult Spell::CheckCast(bool strict)
return SPELL_FAILED_NOT_INFRONT;
if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_caster->IsWithinLOSInMap(target))
return SPELL_FAILED_LINE_OF_SIGHT;
}
}
@@ -4920,7 +4920,7 @@ SpellCastResult Spell::CheckCast(bool strict)
float x, y, z;
m_targets.GetDstPos()->GetPosition(x, y, z);
if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOS(x, y, z))
if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_caster->IsWithinLOS(x, y, z))
return SPELL_FAILED_LINE_OF_SIGHT;
}