diff --git a/src/game/Object/Creature.cpp b/src/game/Object/Creature.cpp index f254f819..1ec5bc2d 100644 --- a/src/game/Object/Creature.cpp +++ b/src/game/Object/Creature.cpp @@ -1791,7 +1791,7 @@ SpellEntry const* Creature::ReachWithSpellAttack(Unit* pVictim) float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT); - // if(!isInFront( pVictim, range ) && spellInfo->AttributesEx ) + // if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx ) // continue; if (dist > range || dist < minrange) { continue; } @@ -1831,7 +1831,7 @@ SpellEntry const* Creature::ReachWithSpellCure(Unit* pVictim) float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT); - // if(!isInFront( pVictim, range ) && spellInfo->AttributesEx ) + // if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx ) // continue; if (dist > range || dist < minrange) { continue; } diff --git a/src/game/Object/Unit.cpp b/src/game/Object/Unit.cpp index 28ce50d2..4ca3d74a 100644 --- a/src/game/Object/Unit.cpp +++ b/src/game/Object/Unit.cpp @@ -6870,8 +6870,8 @@ bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this); // Always invisible from back (when stealth detection is on), also filter max distance cases - bool isInFront = viewPoint->IsInFrontInMap(this, visibleDistance); - if (!isInFront) + bool IsInFront = viewPoint->IsInFrontInMap(this, visibleDistance); + if (!IsInFront) { return false; } // Calculation if target is in front