Zone::IsSpellBlocked should correctly handle spellid 0 (all spells) blocked in a region (type 2).

This commit is contained in:
Justin Wienckowski 2019-04-15 02:06:48 -07:00
parent d7c110041a
commit 682054970c

View File

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