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
This commit is contained in:
silver1ce
2010-02-27 15:25:14 +02:00
parent 1815d19b85
commit fcaa318fb3
18 changed files with 290 additions and 475 deletions
+1 -3
View File
@@ -1734,6 +1734,7 @@ class Unit : public WorldObject
bool canDetectInvisibilityOf(Unit const* u) const;
bool canDetectStealthOf(Unit const* u, float distance) const;
void SetPhaseMask(uint32 newPhaseMask, bool update);// overwrite WorldObject::SetPhaseMask
void UpdateObjectVisibility(bool forced = true);
// virtual functions for all world objects types
bool isVisibleForInState(Player const* u, bool inVisibleList) const;
@@ -1903,9 +1904,6 @@ class Unit : public WorldObject
uint32 GetModelForForm(ShapeshiftForm form);
// relocation notification
void SetToNotify();
void SetReducedThreatPercent(uint32 pct, uint64 guid)
{
m_reducedThreatPercent = pct;