Core/Spells: Make GMs and vehicle riders not attackable by AOE again.
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@@ -706,6 +706,8 @@ namespace Trinity
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// can't be checked in SpellInfo::CheckTarget - needs more research
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// can't be checked in SpellInfo::CheckTarget - needs more research
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if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
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if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
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continue;
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continue;
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if (target->HasUnitState(UNIT_STAT_UNATTACKABLE))
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continue;
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if (i_source->IsControlledByPlayer())
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if (i_source->IsControlledByPlayer())
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{
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{
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if (i_source->IsFriendlyTo(target))
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if (i_source->IsFriendlyTo(target))
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@@ -1639,8 +1639,8 @@ SpellCastResult SpellInfo::CheckTarget(Unit const* caster, Unit const* target, b
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return SPELL_FAILED_BAD_TARGETS;
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return SPELL_FAILED_BAD_TARGETS;
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}
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}
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// check GM mode and GM invisibility - only for player casts (npc casts are controlled by AI)
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// check GM mode and GM invisibility - only for player casts (npc casts are controlled by AI) and negative spells
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if (target != caster && caster->IsControlledByPlayer() && target->GetTypeId() == TYPEID_PLAYER)
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if (target != caster && (caster->IsControlledByPlayer() || !IsPositive()) && target->GetTypeId() == TYPEID_PLAYER)
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{
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{
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if (!target->ToPlayer()->IsVisible())
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if (!target->ToPlayer()->IsVisible())
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return SPELL_FAILED_BAD_TARGETS;
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return SPELL_FAILED_BAD_TARGETS;
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