From 42a5162f0c948eb40225bc3897656af33e2fe16d Mon Sep 17 00:00:00 2001 From: Shauren Date: Sun, 31 May 2026 15:26:15 +0200 Subject: [PATCH] Revert "Spells/Mage: Mages should be able to see everything while on Invisibility" This reverts commit 456d9a6cea801c013df0c784256a3ada9a813aed. --- src/server/game/Entities/Object/Object.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 7c1a5ae270..17a3193059 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -999,6 +999,13 @@ bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const if (mask != obj->m_invisibility.GetFlags()) return false; + // It isn't possible in invisibility to detect something that can't detect the invisible object + // (it's at least true for spell: 66) + // It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility) + if (obj->ToUnit()) + if ((m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags()) != m_invisibility.GetFlags()) + return false; + for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i) { if (!(mask & (uint64(1) << i)))