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*Update bind sight spells code.
--HG-- branch : trunk
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@@ -8136,6 +8136,7 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
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return nearMembers[randTarget];
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}
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//only called in Player::SetSeer
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void Unit::AddPlayerToVision(Player* plr)
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{
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if(m_sharedVision.empty())
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@@ -8144,9 +8145,9 @@ void Unit::AddPlayerToVision(Player* plr)
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SetWorldObject(true);
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}
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m_sharedVision.push_back(plr);
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plr->SetFarsightTarget(this);
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}
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//only called in Player::SetSeer
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void Unit::RemovePlayerFromVision(Player* plr)
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{
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m_sharedVision.remove(plr);
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@@ -8155,7 +8156,6 @@ void Unit::RemovePlayerFromVision(Player* plr)
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setActive(false);
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SetWorldObject(false);
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}
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plr->ClearFarsight();
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}
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void Unit::RemoveBindSightAuras()
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@@ -10765,7 +10765,7 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
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bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
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{
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return isVisibleForOrDetect(u, false, inVisibleList, false);
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return u->canSeeOrDetect(this, false, inVisibleList, false);
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}
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uint32 Unit::GetCreatureType() const
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@@ -13018,7 +13018,6 @@ void Unit::SetCharmedOrPossessedBy(Unit* charmer, bool possess)
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{
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addUnitState(UNIT_STAT_POSSESSED);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
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AddPlayerToVision((Player*)charmer);
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((Player*)charmer)->SetClientControl(this, 1);
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((Player*)charmer)->SetMover(this);
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charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
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@@ -13101,7 +13100,6 @@ void Unit::RemoveCharmedOrPossessedBy(Unit *charmer)
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charmer->SetCharm(0);
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if(possess)
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{
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RemovePlayerFromVision((Player*)charmer);
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((Player*)charmer)->SetClientControl(charmer, 1);
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((Player*)charmer)->SetMover(charmer);
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charmer->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
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