Core/Objects: Removed default argument value from WorldObject::IsNeverVisible
(cherry picked from commit 83d70425c877aa504b39f4fe80db2b1fe69012b5)
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@@ -111,7 +111,7 @@ class TC_GAME_API AreaTrigger final : public WorldObject, public GridObject<Area
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bool IsStaticSpawn() const { return _spawnId != 0; }
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bool HasActionSetFlag(AreaTriggerActionSetFlag flag) const { return _areaTriggerTemplate->ActionSetFlags.HasFlag(flag); }
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects = false) const override;
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects) const override;
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Position const& GetStationaryPosition() const override { return _stationaryPosition; }
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void RelocateStationaryPosition(Position const& pos) { _stationaryPosition.Relocate(pos); }
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@@ -2156,7 +2156,7 @@ void GameObject::SaveRespawnTime(uint32 forceDelay)
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bool GameObject::IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects) const
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{
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if (WorldObject::IsNeverVisibleFor(seer))
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if (WorldObject::IsNeverVisibleFor(seer, allowServersideObjects))
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return true;
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if (GetGOInfo()->GetServerOnly() && !allowServersideObjects)
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@@ -352,7 +352,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
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void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects = false) const override;
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects) const override;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
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bool IsInvisibleDueToDespawn(WorldObject const* seer) const override;
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@@ -602,7 +602,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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virtual bool CanNeverSee(WorldObject const* obj, bool ignorePhaseShift = false) const;
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virtual bool CanAlwaysSee([[maybe_unused]] WorldObject const* /*obj*/) const { return false; }
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virtual bool IsNeverVisibleFor([[maybe_unused]] WorldObject const* seer, [[maybe_unused]] bool allowServersideObjects = false) const { return !IsInWorld() || IsDestroyedObject(); }
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virtual bool IsNeverVisibleFor([[maybe_unused]] WorldObject const* seer, [[maybe_unused]] bool allowServersideObjects) const { return !IsInWorld() || IsDestroyedObject(); }
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virtual bool IsAlwaysVisibleFor([[maybe_unused]] WorldObject const* seer) const { return false; }
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virtual bool IsInvisibleDueToDespawn([[maybe_unused]] WorldObject const* seer) const { return false; }
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//difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
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@@ -2701,7 +2701,7 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
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bool HaveAtClient(BaseEntity const* u) const;
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects = false) const override;
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects) const override;
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bool IsVisibleGloballyFor(Player const* player) const;
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