*Try to fix the bug of visibility update.
--HG-- branch : trunk
This commit is contained in:
@@ -1735,6 +1735,9 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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ResetContestedPvP();
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ResetContestedPvP();
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DestroyForNearbyPlayers();
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m_clientGUIDs.clear();
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// remove player from battleground on far teleport (when changing maps)
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// remove player from battleground on far teleport (when changing maps)
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if(BattleGround const* bg = GetBattleGround())
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if(BattleGround const* bg = GetBattleGround())
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{
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{
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+12
-14
@@ -9967,15 +9967,11 @@ bool Unit::canDetectStealthOf(Unit const* target, float distance) const
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return distance < visibleDistance;
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return distance < visibleDistance;
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}
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}
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void Unit::SetVisibility(UnitVisibility x)
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void Unit::DestroyForNearbyPlayers()
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{
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{
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m_Visibility = x;
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if(!IsInWorld())
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return;
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if(IsInWorld())
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SetToNotify();
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if(x == VISIBILITY_GROUP_STEALTH)
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{
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std::list<Unit*> targets;
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std::list<Unit*> targets;
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Trinity::AnyUnitInObjectRangeCheck check(this, World::GetMaxVisibleDistance());
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Trinity::AnyUnitInObjectRangeCheck check(this, World::GetMaxVisibleDistance());
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Trinity::UnitListSearcher<Trinity::AnyUnitInObjectRangeCheck> searcher(targets, check);
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Trinity::UnitListSearcher<Trinity::AnyUnitInObjectRangeCheck> searcher(targets, check);
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@@ -9988,14 +9984,16 @@ void Unit::SetVisibility(UnitVisibility x)
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((Player*)(*iter))->m_clientGUIDs.erase(GetGUID());
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((Player*)(*iter))->m_clientGUIDs.erase(GetGUID());
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}
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}
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}
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}
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/*{
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Map *m = GetMap();
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if(GetTypeId()==TYPEID_PLAYER)
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void Unit::SetVisibility(UnitVisibility x)
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m->PlayerRelocation((Player*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
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{
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else
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m_Visibility = x;
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m->CreatureRelocation((Creature*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
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}*/
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if(IsInWorld())
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SetToNotify();
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if(x == VISIBILITY_GROUP_STEALTH)
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DestroyForNearbyPlayers();
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}
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}
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void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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@@ -1214,6 +1214,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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// Visibility system
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// Visibility system
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UnitVisibility GetVisibility() const { return m_Visibility; }
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UnitVisibility GetVisibility() const { return m_Visibility; }
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void SetVisibility(UnitVisibility x);
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void SetVisibility(UnitVisibility x);
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void DestroyForNearbyPlayers();
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// common function for visibility checks for player/creatures with detection code
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// common function for visibility checks for player/creatures with detection code
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virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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@@ -255,6 +255,8 @@ void WorldSession::LogoutPlayer(bool Save)
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// Remove any possession of this player on logout
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// Remove any possession of this player on logout
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_player->RemoveCharmedOrPossessedBy(NULL);
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_player->RemoveCharmedOrPossessedBy(NULL);
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_player->DestroyForNearbyPlayers();
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if (uint64 lguid = GetPlayer()->GetLootGUID())
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if (uint64 lguid = GetPlayer()->GetLootGUID())
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DoLootRelease(lguid);
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DoLootRelease(lguid);
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