Open kaytotes opened 6 months ago
Confirmed lol.
This does not work since explosive trap returns SPELL_FAILED_LINE_OF_SIGHT inside the CheckCast function, particularly where spells with dest are checked --> beginning of relevant snippet of code in Spell.cpp (in CheckCast function) : // Check for line of sight for spells with dest if (m_targets.HasDst())
At the moment the core does not differentiate in this case between unit casters and game object casters (the trap is go caster)... this is where changes need to be made, but I'm unsure if any changes will break game object casts (?) in other areas.
.go xyz 1893.080000 1253.260000 32.398300 209 3.068160