*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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@@ -232,26 +232,9 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
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void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
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Corpse* ConvertCorpseForPlayer(uint64 player_guid, bool insignia = false);
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static void UpdateObject(Object* obj, Player* exceptPlayer);
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static void _buildUpdateObject(Object* obj, UpdateDataMapType &);
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static void UpdateObjectVisibility(WorldObject* obj);
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//static void UpdateVisibilityForPlayer(Player* player);
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private:
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struct WorldObjectChangeAccumulator
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{
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UpdateDataMapType &i_updateDatas;
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WorldObject &i_object;
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std::set<uint64> plr_list;
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WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {}
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void Visit(PlayerMapType &);
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void Visit(CreatureMapType &);
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void Visit(DynamicObjectMapType &);
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void BuildPacket(Player* plr);
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template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
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};
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friend struct WorldObjectChangeAccumulator;
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Player2CorpsesMapType i_player2corpse;
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typedef ACE_Thread_Mutex LockType;
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