Core/Spells: Fix area target search for spells with SPELL_ATTR2_ALLOW_DEAD_TARGET
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@@ -11986,9 +11986,15 @@ bool Unit::canAttack(Unit const* target, bool force) const
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return true;
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}
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bool Unit::isAttackableByAOE(bool requireDeadTarget) const
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bool Unit::isAttackableByAOE(SpellEntry const * spellProto) const
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{
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if (isAlive() == requireDeadTarget)
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bool targetMustBeDead = spellProto ? bool(spellProto->AttributesEx3 & SPELL_ATTR3_REQUIRE_DEAD_TARGET) : false;
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bool targetCanBeDead = spellProto ? bool(spellProto->AttributesEx2 & SPELL_ATTR2_ALLOW_DEAD_TARGET) : false;
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if (targetMustBeDead && isAlive())
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return false;
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if (!targetMustBeDead && !targetCanBeDead && !isAlive())
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return false;
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if (HasFlag(UNIT_FIELD_FLAGS,
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@@ -1473,7 +1473,7 @@ class Unit : public WorldObject
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bool isFrozen() const;
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bool isTargetableForAttack() const;
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bool isAttackableByAOE(bool requireDeadTarget = false) const;
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bool isAttackableByAOE(SpellEntry const * spellProto = NULL) const;
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bool canAttack(Unit const* target, bool force = true) const;
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virtual bool IsInWater() const;
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virtual bool IsUnderWater() const;
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@@ -1846,8 +1846,7 @@ void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, SpellNo
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break;
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}
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bool requireDeadTarget = bool(m_spellInfo->AttributesEx3 & SPELL_ATTR3_REQUIRE_DEAD_TARGET);
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Trinity::SpellNotifierCreatureAndPlayer notifier(m_caster, TagUnitMap, radius, type, TargetType, pos, entry, requireDeadTarget);
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Trinity::SpellNotifierCreatureAndPlayer notifier(m_caster, TagUnitMap, radius, type, TargetType, pos, entry, m_spellInfo);
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if ((m_spellInfo->AttributesEx3 & SPELL_ATTR3_PLAYERS_ONLY)
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|| (TargetType == SPELL_TARGETS_ENTRY && !entry))
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m_caster->GetMap()->VisitWorld(pos->m_positionX, pos->m_positionY, radius, notifier);
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@@ -747,17 +747,20 @@ namespace Trinity
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uint32 i_entry;
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const Position * const i_pos;
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bool i_requireDeadTarget;
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SpellEntry const * i_spellProto;
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SpellNotifierCreatureAndPlayer(Unit *source, std::list<Unit*> &data, float radius, SpellNotifyPushType type,
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SpellTargets TargetType = SPELL_TARGETS_ENEMY, const Position *pos = NULL, uint32 entry = 0, bool requireDeadTarget = false)
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SpellTargets TargetType = SPELL_TARGETS_ENEMY, const Position *pos = NULL, uint32 entry = 0, SpellEntry const * spellProto = NULL)
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: i_data(&data), i_push_type(type), i_radius(radius), i_TargetType(TargetType),
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i_source(source), i_entry(entry), i_pos(pos), i_requireDeadTarget(requireDeadTarget)
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i_source(source), i_entry(entry), i_pos(pos), i_spellProto(spellProto)
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{
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ASSERT(i_source);
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}
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template<class T> inline void Visit(GridRefManager<T> &m)
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{
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i_requireDeadTarget = i_spellProto ? bool(i_spellProto->AttributesEx3 & SPELL_ATTR3_REQUIRE_DEAD_TARGET) : false;
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for (typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
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{
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Unit *target = (Unit*)itr->getSource();
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@@ -770,7 +773,7 @@ namespace Trinity
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case SPELL_TARGETS_ENEMY:
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if (target->isTotem())
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continue;
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if (!target->isAttackableByAOE(i_requireDeadTarget))
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if (!target->isAttackableByAOE(i_spellProto))
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continue;
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if (i_source->IsControlledByPlayer())
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{
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