Update visibility system
*visibility updates and ai relocations processed simultaneously for each grid *these operations now are not synchronized for different grids *some changes into structure of visibility notifiers --HG-- branch : trunk
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@@ -1734,6 +1734,7 @@ class Unit : public WorldObject
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bool canDetectInvisibilityOf(Unit const* u) const;
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bool canDetectStealthOf(Unit const* u, float distance) const;
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void SetPhaseMask(uint32 newPhaseMask, bool update);// overwrite WorldObject::SetPhaseMask
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void UpdateObjectVisibility(bool forced = true);
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// virtual functions for all world objects types
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bool isVisibleForInState(Player const* u, bool inVisibleList) const;
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@@ -1903,9 +1904,6 @@ class Unit : public WorldObject
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uint32 GetModelForForm(ShapeshiftForm form);
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// relocation notification
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void SetToNotify();
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void SetReducedThreatPercent(uint32 pct, uint64 guid)
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{
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m_reducedThreatPercent = pct;
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