Core:
- Redesigned stealth and invisibility handling - Implemented the handling of multiple stealth types - Implemented fake inebriation - The message deliverer no longer sends packets from a non-visible source - The server won't send that much garbage which just takes bandwith - It won't be possible to use cheats to detect invisible objects - Removed a lot of checks for the Z-coord - Fixes visibility problems happening while flying - Limited the grid activation range of creatures to use less resources - Implemented Shroud of Death - Implemented increased visibility range for active objects - Removed visibility check at spellhit (only sanctuary effects should prevent it) (And a lot of other changes...) Closes issue 4208 Closes issue 3049 Closes issue 2097 Closes issue 2198 Closes issue 2384 Closes issue 2197 Closes issue 2319 --HG-- branch : trunk
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@@ -125,7 +125,7 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
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bool GuardAI::IsVisible(Unit *pl) const
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{
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return me->IsWithinDist(pl,sWorld.getFloatConfig(CONFIG_SIGHT_GUARDER))
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&& pl->isVisibleForOrDetect(me,true);
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&& me->canSeeOrDetect(pl);
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}
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void GuardAI::JustDied(Unit *killer)
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@@ -77,7 +77,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if (!victim ||
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!victim->isTargetableForAttack() || !me->IsWithinDistInMap(victim, max_range) ||
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me->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(me,false))
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me->IsFriendlyTo(victim) || !me->canSeeOrDetect(victim))
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{
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victim = NULL;
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Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range);
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