*Move object's field\visibility update functions to object from accessor
removed useless SendUpdateObjectToAllExcept - anyway fields will be updated, there is no sense to force update them --HG-- branch : trunk
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+4
-2
@@ -165,7 +165,6 @@ class TRINITY_DLL_SPEC Object
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void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
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void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
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void BuildMovementUpdateBlock( UpdateData * data, uint32 flags = 0 ) const;
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void BuildUpdate(UpdateDataMapType &);
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virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
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@@ -307,7 +306,6 @@ class TRINITY_DLL_SPEC Object
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}
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void ClearUpdateMask(bool remove);
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void SendUpdateObjectToAllExcept(Player* exceptPlayer);
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bool LoadValues(const char* data);
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@@ -315,6 +313,8 @@ class TRINITY_DLL_SPEC Object
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virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
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virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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virtual void BuildUpdate(UpdateDataMapType& ) {}
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void BuildFieldsUpdate(Player *, UpdateDataMapType &) const;
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// FG: some hacky helpers
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void ForceValuesUpdateAtIndex(uint32);
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@@ -637,6 +637,8 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
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void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
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void DestroyForNearbyPlayers();
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void UpdateObjectVisibility();
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void BuildUpdate(UpdateDataMapType& );
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//new relocation and visibility system functions
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void AddToNotify(uint16 f) { m_notifyflags |= f;}
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