*Merge [8524] New cell search algorithm implemented. You can now choose different
visibility distances on continents, in BG/Arenas and instances. Author: Ambal *Some warning cleanup --HG-- branch : trunk
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@@ -3886,9 +3886,9 @@ void AuraEffect::HandleFeignDeath(bool apply, bool Real, bool /*changeAmount*/)
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*/
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std::list<Unit*> targets;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_target, m_target, World::GetMaxVisibleDistance());
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_target, m_target, m_target->GetMap()->GetVisibilityDistance());
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Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(m_target, targets, u_check);
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m_target->VisitNearbyObject(World::GetMaxVisibleDistance(), searcher);
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m_target->VisitNearbyObject(m_target->GetMap()->GetVisibilityDistance(), searcher);
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for(std::list<Unit*>::iterator iter = targets.begin(); iter != targets.end(); ++iter)
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{
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if(!(*iter)->hasUnitState(UNIT_STAT_CASTING))
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@@ -6487,8 +6487,8 @@ void AuraEffect::PeriodicDummyTick()
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, grid_object_checker, *caster->GetMap());
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cell_lock->Visit(cell_lock, world_object_checker, *caster->GetMap());
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cell_lock->Visit(cell_lock, grid_object_checker, *caster->GetMap(), *caster, radius);
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cell_lock->Visit(cell_lock, world_object_checker, *caster->GetMap(), *caster, radius);
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}
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if(targets.empty())
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