*Update to Mangos 6888. Source: Mangos.
*Major change: Make corpse erase async, Avoid DB access on deleting guild member. *Skip 6885 because of performance concern. --HG-- branch : trunk
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@@ -72,24 +72,24 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
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pl->UpdateVisibilityOf(c);
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// Creature AI reaction
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if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
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{
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if( c->AI() && c->IsWithinSightDist(pl) /*c->AI()->IsVisible(pl)*/ && !c->IsInEvadeMode() )
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if( c->AI() && c->IsWithinSightDist(pl) && !c->IsInEvadeMode() )
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c->AI()->MoveInLineOfSight(pl);
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}
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}
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inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
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{
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if(c1->HasReactState(REACT_AGGRESSIVE) && !c1->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c1->HasReactState(REACT_AGGRESSIVE) && !c1->hasUnitState(UNIT_STAT_SIGHTLESS))
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{
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if( c1->AI() && c1->IsWithinSightDist(c2) /*c1->AI()->IsVisible(c2)*/ && !c1->IsInEvadeMode() )
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if( c1->AI() && c1->IsWithinSightDist(c2) && !c1->IsInEvadeMode() )
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c1->AI()->MoveInLineOfSight(c2);
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}
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if(c2->HasReactState(REACT_AGGRESSIVE) && !c2->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c2->HasReactState(REACT_AGGRESSIVE) && !c2->hasUnitState(UNIT_STAT_SIGHTLESS))
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{
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if( c2->AI() && c1->IsWithinSightDist(c2) /*c2->AI()->IsVisible(c1)*/ && !c2->IsInEvadeMode() )
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if( c2->AI() && c1->IsWithinSightDist(c2) && !c2->IsInEvadeMode() )
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c2->AI()->MoveInLineOfSight(c1);
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}
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}
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