Core/GameObjects: Skip LoS checks for traps

Port From (https://github.com/TrinityCore/TrinityCore/commit/9bede687ce3d291c8af8f4deb3f1dcebba1a315d)
This commit is contained in:
hondacrx
2022-01-05 17:47:29 -05:00
parent ec83cf5a6d
commit 09ef904fa6
2 changed files with 22 additions and 7 deletions
+7 -7
View File
@@ -2503,20 +2503,20 @@ namespace Scripts.Spells.Generic
{
PreventDefaultAction();
Unit caster = GetCaster();
if (caster == null)
Unit target = GetTarget();
if (target == null)
return;
uint heal = (uint)caster.CountPctFromMaxHealth(10);
HealInfo healInfo = new(caster, GetTarget(), heal, GetSpellInfo(), GetSpellInfo().GetSchoolMask());
caster.HealBySpell(healInfo);
uint heal = (uint)target.CountPctFromMaxHealth(10);
HealInfo healInfo = new(target, target, heal, GetSpellInfo(), GetSpellInfo().GetSchoolMask());
target.HealBySpell(healInfo);
/// @todo: should proc other auras?
int mana = caster.GetMaxPower(PowerType.Mana);
int mana = target.GetMaxPower(PowerType.Mana);
if (mana != 0)
{
mana /= 10;
caster.EnergizeBySpell(caster, GetSpellInfo(), mana, PowerType.Mana);
target.EnergizeBySpell(target, GetSpellInfo(), mana, PowerType.Mana);
}
}