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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@@ -980,6 +980,46 @@ enum SpellCastResult
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SPELL_CAST_OK = 255 // custom value, don't must be send to client
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};
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enum StealthType
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{
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STEALTH_GENERAL = 0,
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STEALTH_TRAP = 1,
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TOTAL_STEALTH_TYPES = 2
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};
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enum InvisibilityType
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{
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INVISIBILITY_GENERAL = 0,
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INVISIBILITY_UNK1 = 1,
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INVISIBILITY_UNK2 = 2,
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INVISIBILITY_TRAP = 3,
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INVISIBILITY_UNK4 = 4,
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INVISIBILITY_UNK5 = 5,
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INVISIBILITY_DRUNK = 6,
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INVISIBILITY_UNK7 = 7,
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INVISIBILITY_UNK8 = 8,
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INVISIBILITY_UNK9 = 9,
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INVISIBILITY_UNK10 = 10,
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INVISIBILITY_UNK11 = 11,
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TOTAL_INVISIBILITY_TYPES = 12
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};
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enum ServerSideVisibilityType
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{
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SERVERSIDE_VISIBILITY_GM = 0,
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SERVERSIDE_VISIBILITY_GHOST = 1,
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TOTAL_SERVERSIDE_VISIBILITY_TYPES = 2
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};
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enum GhostVisibilityType
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{
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GHOST_VISIBILITY_ALIVE = 0x1,
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GHOST_VISIBILITY_GHOST = 0x2
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};
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// Spell aura states
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enum AuraState
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{ // (C) used in caster aura state (T) used in target aura state
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