*Do not allow player to reset instance when he is in instance.
*Fix build bug in the last commit. --HG-- branch : trunk
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@@ -562,7 +562,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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CreatureSpellCooldowns m_CreatureCategoryCooldowns;
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uint32 m_GlobalCooldown;
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bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance = true) const;
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bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool IsWithinSightDist(Unit const* u) const;
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bool canStartAttack(Unit const* u) const;
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float GetAttackDistance(Unit const* pl) const;
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@@ -16036,7 +16036,8 @@ void Player::ResetInstances(uint8 method)
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// if the map is loaded, reset it
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Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
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if(map && map->IsDungeon())
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((InstanceMap*)map)->Reset(method);
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if(!((InstanceMap*)map)->Reset(method))
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continue;
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// since this is a solo instance there should not be any players inside
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if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
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@@ -2007,7 +2007,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool HaveAtClient(WorldObject const* u) const { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); }
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bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance = true) const;
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bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool IsVisibleInGridForPlayer(Player const* pl) const;
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bool IsVisibleGloballyFor(Player* pl) const;
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+1
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@@ -1224,7 +1224,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void SetVisibility(UnitVisibility x);
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// common function for visibility checks for player/creatures with detection code
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virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance = true) const;
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virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool canDetectInvisibilityOf(Unit const* u) const;
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bool canDetectStealthOf(Unit const* u, float distance) const;
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