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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@@ -210,11 +210,6 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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return true;
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}
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bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u->m_seer, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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bool Corpse::IsExpired(time_t t) const
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{
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if (m_type == CORPSE_BONES)
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@@ -73,8 +73,6 @@ class Corpse : public WorldObject, public GridObject<Corpse>
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GridPair const& GetGrid() const { return m_grid; }
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void SetGrid(GridPair const& grid) { m_grid = grid; }
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bool isVisibleForInState(Player const* u, bool inVisibleList) const;
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Loot loot; // remove insignia ONLY at BG
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Player* lootRecipient;
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bool lootForBody;
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