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Core/GameObject: Add infinite visibility GameObject check (#24074)
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@@ -408,6 +408,10 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
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if (goinfo->IsLargeGameObject())
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if (goinfo->IsLargeGameObject())
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SetVisibilityDistanceOverride(VisibilityDistanceType::Large);
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SetVisibilityDistanceOverride(VisibilityDistanceType::Large);
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// Check if GameObject is Infinite
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if (goinfo->IsInfiniteGameObject())
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SetVisibilityDistanceOverride(VisibilityDistanceType::Infinite);
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return true;
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return true;
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}
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}
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@@ -603,6 +603,19 @@ struct GameObjectTemplate
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}
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}
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}
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}
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bool IsInfiniteGameObject() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR: return true;
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case GAMEOBJECT_TYPE_FLAGSTAND: return true;
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case GAMEOBJECT_TYPE_FLAGDROP: return true;
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case GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY: return true;
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case GAMEOBJECT_TYPE_TRAPDOOR: return true;
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default: return false;
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}
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}
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void InitializeQueryData();
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void InitializeQueryData();
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WorldPacket BuildQueryData(LocaleConstant loc) const;
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WorldPacket BuildQueryData(LocaleConstant loc) const;
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};
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};
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