Core/Maps: Adjusted logic in GetFullTerrainStatusForPosition to closer match what the client does regarding being inside WMOs
Port From (https://github.com/TrinityCore/TrinityCore/commit/453b59de57b3502163adc99a6fc9cbeec0645dcf)
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@@ -1449,7 +1449,7 @@ namespace Scripts.Spells.Druid
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spell_id, difficulty);
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if (requireOutdoors && !targetPlayer.GetMap().IsOutdoors(targetPlayer.GetPhaseShift(), targetPlayer.GetPositionX(), targetPlayer.GetPositionY(), targetPlayer.GetPositionZ()))
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if (requireOutdoors && !targetPlayer.IsOutdoors())
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return SpellCastResult.OnlyOutdoors;
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return spellInfo.CheckLocation(targetPlayer.GetMapId(), targetPlayer.GetZoneId(), targetPlayer.GetAreaId(), targetPlayer);
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