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[svn] DynamicObject should only be visible for caster if it is not in distance. However, I do not think this will fix the bug that dynamic object update freezes the server.
--HG-- branch : trunk
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@@ -10,12 +10,12 @@
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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@@ -70,7 +70,7 @@ bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32
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return false;
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}
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SetUInt32Value( OBJECT_FIELD_ENTRY, spellId );
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SetEntry(spellId);
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SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
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SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
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SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
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@@ -153,5 +153,7 @@ 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()
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&& (IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))
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|| GetCasterGUID() == u->GetGUID());
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}
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