*Fix a typo that makes players can see invisible units.

*Update farsight target code. Only change seer when receive client request.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-14 15:11:04 -06:00
parent 1611aae981
commit 2490a3e250
5 changed files with 22 additions and 34 deletions
+3 -3
View File
@@ -2053,12 +2053,12 @@ class TRINITY_DLL_SPEC Player : public Unit
void EnterVehicle(Vehicle *vehicle);
void ExitVehicle(Vehicle *vehicle);
void SetMover(Unit* target) { SetSeer(target); m_mover = target; }
void SetSeer(WorldObject *target);
void SetMover(Unit* target) { CreateSeer(target); m_mover = target; }
void CreateSeer(WorldObject *target);
void SetSeer(WorldObject *target) { m_seer = target; }
void StopCastingCharm() { Uncharm(); }
void StopCastingBindSight();
uint64 GetFarSightGUID() const { return GetUInt64Value(PLAYER_FARSIGHT); }
void SetFarSightGUID(uint64 guid) { SetUInt64Value(PLAYER_FARSIGHT, guid); }
WorldObject* GetFarsightTarget() const;
// Controls if vision is currently on farsight object, updated in FAR_SIGHT opcode
void SetFarsightVision(bool apply) { m_farsightVision = apply; }