*Use better way and safer way to update bindsight visibility.
--HG-- branch : trunk
This commit is contained in:
+7
-27
@@ -679,6 +679,13 @@ void Map::Update(const uint32 &t_diff)
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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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if(plr->m_seer != plr)
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{
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Trinity::PlayerVisibilityNotifier notifier(*plr);
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VisitAll(plr->m_seer->GetPositionX(), plr->m_seer->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
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notifier.Notify();
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}
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}
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}
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// non-player active objects
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// non-player active objects
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@@ -696,33 +703,6 @@ void Map::Update(const uint32 &t_diff)
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if(!obj->IsInWorld())
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if(!obj->IsInWorld())
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continue;
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continue;
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// Update bindsight players
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/*if(obj->isType(TYPEMASK_UNIT))
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{
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if(!((Unit*)obj)->GetSharedVisionList().empty())
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for(SharedVisionList::const_iterator itr = ((Unit*)obj)->GetSharedVisionList().begin(); itr != ((Unit*)obj)->GetSharedVisionList().end(); ++itr)
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{
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if(!*itr)
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{
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sLog.outError("unit %u has invalid shared vision player, list size %u", obj->GetEntry(), ((Unit*)obj)->GetSharedVisionList().size());
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continue;
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}
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Trinity::PlayerVisibilityNotifier notifier(**itr);
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VisitAll(obj->GetPositionX(), obj->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
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notifier.Notify();
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}
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}
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else */if(obj->GetTypeId() == TYPEID_DYNAMICOBJECT)
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{
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if(Unit *caster = ((DynamicObject*)obj)->GetCaster())
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if(caster->GetTypeId() == TYPEID_PLAYER && caster->GetUInt64Value(PLAYER_FARSIGHT) == obj->GetGUID())
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{
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Trinity::PlayerVisibilityNotifier notifier(*((Player*)caster));
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VisitAll(obj->GetPositionX(), obj->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
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notifier.Notify();
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}
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}
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CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
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CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
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// Check for correctness of standing_cell, it also avoids problems with update_cell
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// Check for correctness of standing_cell, it also avoids problems with update_cell
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