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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@@ -506,7 +506,7 @@ void Pet::Update(uint32 diff)
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{
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// unsummon pet that lost owner
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Player* owner = GetOwner();
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if (!owner || (!IsWithinDistInMap(owner, GetMap()->GetVisibilityDistance()) && !isPossessed()) || (isControlled() && !owner->GetPetGUID()))
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if (!owner || (!IsWithinDistInMap(owner, GetMap()->GetVisibilityRange()) && !isPossessed()) || (isControlled() && !owner->GetPetGUID()))
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//if (!owner || (!IsWithinDistInMap(owner, GetMap()->GetVisibilityDistance()) && (owner->GetCharmGUID() && (owner->GetCharmGUID() != GetGUID()))) || (isControlled() && !owner->GetPetGUID()))
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{
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Remove(PET_SAVE_NOT_IN_SLOT, true);
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