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Zone::IsSpellBlocked should correctly handle spellid 0 (all spells) blocked in a region (type 2).
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@ -1952,46 +1952,37 @@ bool Zone::IsSpellBlocked(uint32 spell_id, const glm::vec3& location)
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}
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}
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}
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// If all spells are blocked and this is an exception, it is not blocked
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if (block_all && exception)
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{
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return false;
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}
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for (int x = 0; x < totalBS; x++)
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for (int x = 0; x < totalBS; x++)
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{
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{
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// If spellid is 0, block all spells in the zone
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// Spellid of 0 matches all spells
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if (block_all)
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if (0 != blocked_spells[x].spellid && spell_id != blocked_spells[x].spellid)
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{
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{
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// If the same zone has entries other than spellid 0, they act as exceptions and are allowed
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continue;
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if (exception)
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}
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{
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return false;
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switch (blocked_spells[x].type)
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}
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{
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else
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case 1:
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{
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{
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return true;
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return true;
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break;
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}
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}
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}
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case 2:
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else
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{
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{
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if (IsWithinAxisAlignedBox(location, blocked_spells[x].m_Location - blocked_spells[x].m_Difference, blocked_spells[x].m_Location + blocked_spells[x].m_Difference))
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if (spell_id != blocked_spells[x].spellid)
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return true;
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break;
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}
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default:
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{
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{
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continue;
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continue;
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}
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break;
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switch (blocked_spells[x].type)
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{
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case 1:
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{
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return true;
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break;
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}
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case 2:
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{
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if (IsWithinAxisAlignedBox(location, blocked_spells[x].m_Location - blocked_spells[x].m_Difference, blocked_spells[x].m_Location + blocked_spells[x].m_Difference))
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return true;
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break;
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}
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default:
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{
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continue;
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break;
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}
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}
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}
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}
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}
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}
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}
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