Core/Collision: Ported dynamic line of sight patch by Silverice from MaNGOS and
added lots of improvements Please re-extract vmaps
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@@ -609,6 +609,7 @@ enum LootState
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};
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class Unit;
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class GameObjectModel;
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// 5 sec for bobber catch
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#define FISHING_BOBBER_READY_TIME 5
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@@ -703,12 +704,15 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
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void SetGoState(GOState state);
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uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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void SetGoArtKit(uint8 artkit);
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
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void SetPhaseMask(uint32 newPhaseMask, bool update);
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void EnableCollision(bool enable);
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void Use(Unit* user);
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@@ -790,6 +794,9 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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GameObjectAI* AI() const { return m_AI; }
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std::string GetAIName() const;
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void SetDisplayId(uint32 displayid);
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GameObjectModel * m_model;
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protected:
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bool AIM_Initialize();
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uint32 m_spellId;
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@@ -819,6 +826,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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private:
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void RemoveFromOwner();
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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void UpdateModel(); // updates model in case displayId were changed
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//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
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