More cleanup of CanSeeOrDetect
This commit is contained in:
@@ -1394,11 +1394,8 @@ bool Creature::IsInvisibleDueToDespawn() const
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return true;
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}
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bool Creature::canSeeAlways(WorldObject const* obj) const
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bool Creature::_CanAlwaysSee(WorldObject const* obj) const
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{
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if (Unit::canSeeAlways(obj))
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return true;
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if (IsAIEnabled && AI()->CanSeeAlways(obj))
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return true;
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@@ -753,7 +753,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature
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uint32 guid_transport;
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bool IsInvisibleDueToDespawn() const;
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bool canSeeAlways(WorldObject const* obj) const;
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bool _CanAlwaysSee(WorldObject const* obj) const;
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private:
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//WaypointMovementGenerator vars
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uint32 m_waypointID;
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@@ -843,9 +843,9 @@ void GameObject::SaveRespawnTime()
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sObjectMgr->SaveGORespawnTime(m_DBTableGuid, GetInstanceId(), m_respawnTime);
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}
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bool GameObject::isAlwaysVisibleFor(WorldObject const* seer) const
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bool GameObject::IsAlwaysVisibleFor(WorldObject const* seer) const
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{
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if (WorldObject::isAlwaysVisibleFor(seer))
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if (WorldObject::IsAlwaysVisibleFor(seer))
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return true;
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if (IsTransport())
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@@ -752,7 +752,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
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bool isAlwaysVisibleFor(WorldObject const* seer) const;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const;
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bool IsInvisibleDueToDespawn() const;
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uint8 getLevelForTarget(WorldObject const* target) const
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@@ -1630,19 +1630,10 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
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if (this == obj)
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return true;
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if (obj->IsNeverVisible())
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if (obj->IsNeverVisible() || _CanNeverSee(obj))
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return false;
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if (GetMap() != obj->GetMap())
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return false;
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if (!InSamePhase(obj))
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return false;
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if (obj->isAlwaysVisibleFor(this))
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return true;
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if (canSeeAlways(obj))
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if (obj->IsAlwaysVisibleFor(this) || _CanAlwaysSee(obj))
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return true;
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bool corpseCheck = false;
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@@ -1699,13 +1690,13 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
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if (obj->IsInvisibleDueToDespawn())
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return false;
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if (!canDetect(obj, ignoreStealth))
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if (!_CanDetect(obj, ignoreStealth))
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return false;
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return true;
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}
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bool WorldObject::canDetect(WorldObject const* obj, bool ignoreStealth) const
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bool WorldObject::_CanDetect(WorldObject const* obj, bool ignoreStealth) const
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{
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const WorldObject* seer = this;
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@@ -1714,19 +1705,19 @@ bool WorldObject::canDetect(WorldObject const* obj, bool ignoreStealth) const
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if (Unit* controller = thisUnit->GetCharmerOrOwner())
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seer = controller;
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if (obj->isAlwaysDetectableFor(seer))
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if (obj->IsAlwaysDetectableFor(seer))
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return true;
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if (!seer->canDetectInvisibilityOf(obj))
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if (!seer->_CanDetectInvisibilityOf(obj))
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return false;
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if (!ignoreStealth && !seer->canDetectStealthOf(obj))
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if (!ignoreStealth && !seer->_CanDetectStealthOf(obj))
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return false;
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return true;
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}
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bool WorldObject::canDetectInvisibilityOf(WorldObject const* obj) const
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bool WorldObject::_CanDetectInvisibilityOf(WorldObject const* obj) const
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{
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uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
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@@ -1757,7 +1748,7 @@ bool WorldObject::canDetectInvisibilityOf(WorldObject const* obj) const
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return true;
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}
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bool WorldObject::canDetectStealthOf(WorldObject const* obj) const
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bool WorldObject::_CanDetectStealthOf(WorldObject const* obj) const
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{
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// Combat reach is the minimal distance (both in front and behind),
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// and it is also used in the range calculation.
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@@ -682,7 +682,6 @@ class WorldObject : public Object, public WorldLocation
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{ return IsInDist2d(x, y, dist + GetObjectSize()); }
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bool IsWithinDist2d(const Position* pos, float dist) const
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{ return IsInDist2d(pos, dist + GetObjectSize()); }
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virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
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// use only if you will sure about placing both object at same map
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
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{
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@@ -730,16 +729,10 @@ class WorldObject : public Object, public WorldLocation
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virtual void SaveRespawnTime() {}
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void AddObjectToRemoveList();
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virtual bool IsNeverVisible() const { return !IsInWorld(); }
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virtual bool isAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
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virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
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virtual bool IsInvisibleDueToDespawn() const { return false; }
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virtual bool canSeeAlways(WorldObject const* /*obj*/) const { return false; }
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bool canDetect(WorldObject const* obj, bool ignoreStealth) const;
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bool canDetectInvisibilityOf(WorldObject const* obj) const;
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bool canDetectStealthOf(WorldObject const* obj) const;
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virtual bool isAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
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//difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
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virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
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float GetGridActivationRange() const;
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float GetVisibilityRange() const;
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@@ -846,6 +839,7 @@ class WorldObject : public Object, public WorldLocation
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void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
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void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
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virtual bool IsNeverVisible() const { return !IsInWorld(); }
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private:
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Map* m_currMap; //current object's Map location
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@@ -855,6 +849,14 @@ class WorldObject : public Object, public WorldLocation
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uint16 m_notifyflags;
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uint16 m_executed_notifies;
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virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
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bool _CanNeverSee(WorldObject const* obj) const { return GetMap() != obj->GetMap() || !InSamePhase(obj); }
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virtual bool _CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
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bool _CanDetect(WorldObject const* obj, bool ignoreStealth) const;
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bool _CanDetectInvisibilityOf(WorldObject const* obj) const;
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bool _CanDetectStealthOf(WorldObject const* obj) const;
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};
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namespace Trinity
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@@ -21088,11 +21088,8 @@ bool Player::IsNeverVisible() const
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return false;
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}
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bool Player::canSeeAlways(WorldObject const* obj) const
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bool Player::_CanAlwaysSee(WorldObject const* obj) const
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{
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if (Unit::canSeeAlways(obj))
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return true;
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// Always can see self
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if (m_mover == obj)
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return true;
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@@ -21104,9 +21101,9 @@ bool Player::canSeeAlways(WorldObject const* obj) const
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return false;
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}
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bool Player::isAlwaysDetectableFor(WorldObject const* seer) const
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bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const
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{
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if (Unit::isAlwaysDetectableFor(seer))
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if (Unit::IsAlwaysDetectableFor(seer))
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return true;
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if (const Player* seerPlayer = seer->ToPlayer())
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@@ -2734,9 +2734,9 @@ class Player : public Unit, public GridObject<Player>
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Runes *m_runes;
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EquipmentSets m_EquipmentSets;
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bool canSeeAlways(WorldObject const* obj) const;
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bool _CanAlwaysSee(WorldObject const* obj) const;
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bool isAlwaysDetectableFor(WorldObject const* seer) const;
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bool IsAlwaysDetectableFor(WorldObject const* seer) const;
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uint8 m_grantableLevels;
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@@ -12393,9 +12393,9 @@ int32 Unit::ModifyPowerPct(Powers power, float pct, bool apply)
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return ModifyPower(power, (int32)amount - (int32)GetMaxPower(power));
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}
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bool Unit::isAlwaysVisibleFor(WorldObject const* seer) const
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bool Unit::IsAlwaysVisibleFor(WorldObject const* seer) const
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{
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if (WorldObject::isAlwaysVisibleFor(seer))
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if (WorldObject::IsAlwaysVisibleFor(seer))
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return true;
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// Always seen by owner
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@@ -12406,9 +12406,9 @@ bool Unit::isAlwaysVisibleFor(WorldObject const* seer) const
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return false;
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}
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bool Unit::isAlwaysDetectableFor(WorldObject const* seer) const
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bool Unit::IsAlwaysDetectableFor(WorldObject const* seer) const
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{
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if (WorldObject::isAlwaysDetectableFor(seer))
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if (WorldObject::IsAlwaysDetectableFor(seer))
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return true;
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if (HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, seer->GetGUID()))
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@@ -2283,8 +2283,8 @@ class Unit : public WorldObject
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uint32 m_unitTypeMask;
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bool isAlwaysVisibleFor(WorldObject const* seer) const;
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bool isAlwaysDetectableFor(WorldObject const* seer) const;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const;
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bool IsAlwaysDetectableFor(WorldObject const* seer) const;
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private:
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bool IsTriggeredAtSpellProcEvent(Unit* pVictim, Aura* aura, SpellInfo const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const* & spellProcEvent);
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bool HandleDummyAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
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