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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@@ -1147,9 +1147,9 @@ void Group::UpdatePlayerOutOfRange(Player* pPlayer)
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for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
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{
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player = itr->getSource();
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if (player && player != pPlayer && !pPlayer->isVisibleFor(player))
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player->GetSession()->SendPacket(&data);
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if (player = itr->getSource())
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if (!player->canSeeOrDetect(pPlayer))
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player->GetSession()->SendPacket(&data);
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}
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}
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