*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
This commit is contained in:
silver1ce
2010-02-03 16:53:40 +02:00
parent 23bdbf1ad3
commit a307ba784c
16 changed files with 114 additions and 183 deletions
+4 -2
View File
@@ -165,7 +165,6 @@ class TRINITY_DLL_SPEC Object
void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
void BuildMovementUpdateBlock( UpdateData * data, uint32 flags = 0 ) const;
void BuildUpdate(UpdateDataMapType &);
virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
@@ -307,7 +306,6 @@ class TRINITY_DLL_SPEC Object
}
void ClearUpdateMask(bool remove);
void SendUpdateObjectToAllExcept(Player* exceptPlayer);
bool LoadValues(const char* data);
@@ -315,6 +313,8 @@ class TRINITY_DLL_SPEC Object
virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
virtual void BuildUpdate(UpdateDataMapType& ) {}
void BuildFieldsUpdate(Player *, UpdateDataMapType &) const;
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
@@ -637,6 +637,8 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
void DestroyForNearbyPlayers();
void UpdateObjectVisibility();
void BuildUpdate(UpdateDataMapType& );
//new relocation and visibility system functions
void AddToNotify(uint16 f) { m_notifyflags |= f;}