Core/Spells: Starfall skips targets in stealth, invisibility or not in LoS

Signed-off-by: Machiavelli <[email protected]>

Also minor codestyle fixes from previous commits
This commit is contained in:
sarjuuk
2011-01-06 19:57:36 +01:00
committed by Machiavelli
parent 20b49bccb0
commit 0cf89f635f
2 changed files with 14 additions and 2 deletions
+12
View File
@@ -2714,6 +2714,18 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
maxSize = m_caster->HasAura(62970) ? 6 : 5; // Glyph of Wild Growth
power = POWER_HEALTH;
}
else if (m_spellInfo->SpellFamilyFlags[2] == 0x0100) // Starfall
{
// Remove targets not in LoS or in stealth
for (std::list<Unit*>::iterator itr = unitList.begin() ; itr != unitList.end();)
{
if ((*itr)->HasStealthAura() || (*itr)->HasInvisibilityAura() || !(*itr)->IsWithinLOSInMap(m_caster))
itr = unitList.erase(itr);
else
++itr;
}
break;
}
else
break;
+2 -2
View File
@@ -1213,11 +1213,11 @@ void Spell::EffectDummy(SpellEffIndex effIndex)
}
case 54577: // U.D.E.D.
{
if (!(unitTarget->GetEntry() == 29402))
if (unitTarget->GetEntry() != 29402)
return;
m_caster->SummonGameObject(192693, unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), unitTarget->GetOrientation(), 0, 0, 0, 0, 100);
for (int i = 1; i <= 4; i++)
for (uint8 i = 0; i < 4; ++i)
m_caster->SummonGameObject(191567, float(unitTarget->GetPositionX() + irand(-7, 7)), float(unitTarget->GetPositionY() + irand(-7, 7)), unitTarget->GetPositionZ(), unitTarget->GetOrientation(), 0, 0, 0, 0, 100);
unitTarget->Kill(unitTarget);