From be5ee32960beb722b7fe7b4627d1bc24963b70b1 Mon Sep 17 00:00:00 2001 From: hallabro Date: Tue, 7 Jul 2015 22:24:43 +0100 Subject: [PATCH] [Core] Fix stealthing animation for group members. [cz2662] Previously stealthed party members would go invisible for a brief moment which causes some animation issues. The stealthed players should be visible during transition for other group and raid members. --- src/game/Object/Unit.cpp | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) diff --git a/src/game/Object/Unit.cpp b/src/game/Object/Unit.cpp index af01e84e..56c095d9 100644 --- a/src/game/Object/Unit.cpp +++ b/src/game/Object/Unit.cpp @@ -6725,20 +6725,7 @@ bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo // special cases for always overwrite invisibility/stealth if (invisible || m_Visibility == VISIBILITY_GROUP_STEALTH) { - // non-hostile case - if (!u->IsHostileTo(this)) - { - // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) - if (GetTypeId() == TYPEID_PLAYER && u->GetTypeId() == TYPEID_PLAYER) - { - if (((Player*)this)->IsGroupVisibleFor(((Player*)u))) - { return true; } - - // else apply same rules as for hostile case (detecting check for stealth) - } - } - // hostile case - else + if (u->IsHostileTo(this)) { // Hunter mark functionality AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED);