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
This commit is contained in:
@@ -437,7 +437,7 @@ class Creature : public Unit, public GridObject<Creature>
|
||||
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
|
||||
void InitializeReactState()
|
||||
{
|
||||
if (isTotem() || isTrigger() || GetCreatureType() == CREATURE_TYPE_CRITTER)
|
||||
if (isTotem() || isTrigger() || GetCreatureType() == CREATURE_TYPE_CRITTER || isSpiritService())
|
||||
SetReactState(REACT_PASSIVE);
|
||||
else
|
||||
SetReactState(REACT_AGGRESSIVE);
|
||||
@@ -568,7 +568,6 @@ class Creature : public Unit, public GridObject<Creature>
|
||||
CreatureSpellCooldowns m_CreatureCategoryCooldowns;
|
||||
uint32 m_GlobalCooldown;
|
||||
|
||||
bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
|
||||
bool canStartAttack(Unit const* u, bool force) const;
|
||||
float GetAttackDistance(Unit const* pl) const;
|
||||
|
||||
@@ -593,8 +592,6 @@ class Creature : public Unit, public GridObject<Creature>
|
||||
Cell const& GetCurrentCell() const { return m_currentCell; }
|
||||
void SetCurrentCell(Cell const& cell) { m_currentCell = cell; }
|
||||
|
||||
bool IsVisibleInGridForPlayer(Player const* pl) const;
|
||||
|
||||
void RemoveCorpse(bool setSpawnTime = true);
|
||||
bool isDeadByDefault() const { return m_isDeadByDefault; };
|
||||
|
||||
@@ -726,6 +723,8 @@ class Creature : public Unit, public GridObject<Creature>
|
||||
|
||||
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
|
||||
uint32 guid_transport;
|
||||
|
||||
bool isVisibleForInState(WorldObject const* seer) const;
|
||||
private:
|
||||
//WaypointMovementGenerator vars
|
||||
uint32 m_waypointID;
|
||||
|
||||
Reference in New Issue
Block a user