*Fix a typo that makes players can see invisible units.
*Update farsight target code. Only change seer when receive client request. --HG-- branch : trunk
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@@ -2053,12 +2053,12 @@ class TRINITY_DLL_SPEC Player : public Unit
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void EnterVehicle(Vehicle *vehicle);
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void ExitVehicle(Vehicle *vehicle);
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void SetMover(Unit* target) { SetSeer(target); m_mover = target; }
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void SetSeer(WorldObject *target);
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void SetMover(Unit* target) { CreateSeer(target); m_mover = target; }
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void CreateSeer(WorldObject *target);
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void SetSeer(WorldObject *target) { m_seer = target; }
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void StopCastingCharm() { Uncharm(); }
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void StopCastingBindSight();
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uint64 GetFarSightGUID() const { return GetUInt64Value(PLAYER_FARSIGHT); }
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void SetFarSightGUID(uint64 guid) { SetUInt64Value(PLAYER_FARSIGHT, guid); }
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WorldObject* GetFarsightTarget() const;
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// Controls if vision is currently on farsight object, updated in FAR_SIGHT opcode
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void SetFarsightVision(bool apply) { m_farsightVision = apply; }
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