Core/Spells: Fix spelleffect sanctuary
- No longer removes every attacker, but updates the visibility - Using that effect won't remove attackers that can still see through the stealth of the caster based on distance - Ignores spells that were casted before or at the same time of that effect - Trigger other needed spells when casting Shadowmeld --HG-- branch : trunk
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@@ -100,7 +100,7 @@ Unit::Unit(): WorldObject(),
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m_movedPlayer(NULL), IsAIEnabled(false), NeedChangeAI(false),
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m_ControlledByPlayer(false), i_AI(NULL), i_disabledAI(NULL), m_procDeep(0),
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m_removedAurasCount(0), i_motionMaster(this), m_ThreatManager(this), m_vehicle(NULL),
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m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE), m_HostileRefManager(this)
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m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE), m_HostileRefManager(this), m_lastSanctuaryTime(0)
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{
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#ifdef _MSC_VER
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#pragma warning(default:4355)
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@@ -1774,6 +1774,7 @@ class Unit : public WorldObject
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void UpdateObjectVisibility(bool forced = true);
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SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
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uint32 m_lastSanctuaryTime;
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// Threat related methods
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bool CanHaveThreatList() const;
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