*Update visibility only once per update.
--HG-- branch : trunk
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@@ -3066,9 +3066,9 @@ void Aura::HandleFeignDeath(bool apply, bool Real)
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*/
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std::list<Unit*> targets;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_target, m_target, 100);
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_target, m_target, World::GetMaxVisibleDistance());
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Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
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m_target->VisitNearbyObject(100, searcher);
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m_target->VisitNearbyObject(World::GetMaxVisibleDistance(), searcher);
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for(std::list<Unit*>::iterator iter = targets.begin(); iter != targets.end(); ++iter)
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{
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if(!(*iter)->hasUnitState(UNIT_STAT_CASTING))
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@@ -3187,7 +3187,7 @@ void Aura::HandleModStealth(bool apply, bool Real)
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if(m_target->GetVisibility()!=VISIBILITY_OFF)
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{
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//m_target->SetVisibility(VISIBILITY_GROUP_NO_DETECT);
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m_target->SetVisibility(VISIBILITY_OFF);
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//m_target->SetVisibility(VISIBILITY_OFF);
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m_target->SetVisibility(VISIBILITY_GROUP_STEALTH);
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}
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@@ -3320,7 +3320,8 @@ void Aura::HandleInvisibilityDetect(bool apply, bool Real)
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m_target->m_detectInvisibilityMask |= (1 << m_modifier.m_miscvalue);
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}
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if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
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ObjectAccessor::UpdateVisibilityForPlayer((Player*)m_target);
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//ObjectAccessor::UpdateVisibilityForPlayer((Player*)m_target);
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m_target->SetToNotify();
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}
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void Aura::HandleAuraModRoot(bool apply, bool Real)
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