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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@@ -50,6 +50,7 @@ struct Position;
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class Battleground;
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class MapInstanced;
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class InstanceMap;
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namespace Trinity { struct ObjectUpdater; }
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struct ScriptAction
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{
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@@ -269,9 +270,10 @@ class Map : public GridRefManager<NGridType>
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template<class T> void Add(T *);
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template<class T> void Remove(T *, bool);
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void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
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virtual void Update(const uint32&);
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float GetVisibilityDistance() const { return m_VisibleDistance; }
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float GetVisibilityRange() const { return m_VisibleDistance; }
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//function for setting up visibility distance for maps on per-type/per-Id basis
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virtual void InitVisibilityDistance();
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