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Core/GameObjects: Implemented per player gameobject state and visibility for looted non-consumable chests
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@@ -537,7 +537,7 @@ class BehindObjectCheck
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bool operator()(WorldObject* unit)
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{
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for (std::list<GameObject*>::const_iterator itr = objectList.begin(); itr != objectList.end(); ++itr)
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if (!(*itr)->IsInvisibleDueToDespawn() && (*itr)->IsInBetween(caster, unit, 1.5f))
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if (!(*itr)->IsInvisibleDueToDespawn(unit) && (*itr)->IsInBetween(caster, unit, 1.5f))
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return true;
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return false;
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}
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@@ -274,7 +274,7 @@ private:
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{
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for (std::list<GameObject*>::const_iterator itr = blockList.begin(); itr != blockList.end(); ++itr)
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{
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if (!(*itr)->IsInvisibleDueToDespawn())
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if (!(*itr)->IsInvisibleDueToDespawn(target))
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{
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if ((*itr)->IsInBetween(caster, target, 4.0f))
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{
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