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[svn] * Reimplemented packet/update forwarding in more generic way
* Implemented far sight spells (Far Sight, Eagle Eye, etc) at unlimited range and properly forward packets * Implemented bind vision spells (Mind Vision, etc) to forward packets at unlimited distance * Implemented Sentry Totem (both vision switching/forwarding and alerting) * Other misc possession fixes * Added .bindsight and .unbindsight commands Please test out the above spells (including Mind Control) and report any issues on the forums. --HG-- branch : trunk
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@@ -136,6 +136,9 @@ void DynamicObject::Update(uint32 p_time)
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void DynamicObject::Delete()
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{
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// Make sure the object is back to grid container for removal as farsight targets
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// are switched to world container on creation
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GetMap()->SwitchGridContainers(this, false);
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SendObjectDeSpawnAnim(GetGUID());
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AddObjectToRemoveList();
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}
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@@ -150,5 +153,5 @@ void DynamicObject::Delay(int32 delaytime)
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bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() /*&& IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))*/;
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}
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