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Core/Player: Fixed phasing issues introduced in aa592e431b
* now it doesn't appear like we'd have gm on all the time anymore Ref #27985
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@@ -744,6 +744,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
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void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
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virtual bool CanNeverSee(WorldObject const* obj) const;
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virtual bool IsNeverVisibleFor(WorldObject const* /*seer*/) const { return !IsInWorld() || IsDestroyedObject(); }
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virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
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virtual bool IsInvisibleDueToDespawn() const { return false; }
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@@ -765,7 +766,6 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius = true, bool incTargetRadius = true) const;
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virtual bool CanNeverSee(WorldObject const* obj) const;
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virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
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bool CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert = false) const;
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bool CanDetectInvisibilityOf(WorldObject const* obj) const;
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@@ -24104,11 +24104,11 @@ bool Player::IsNeverVisibleFor(WorldObject const* seer) const
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return false;
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}
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bool Player::CanNeverSee(WorldObject const* /*obj*/) const
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bool Player::CanNeverSee(WorldObject const* obj) const
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{
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// the intent is to delay sending visible objects until client is ready for them
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// some gameobjects dont function correctly if they are sent before TransportServerTime is correctly set (after CMSG_MOVE_INIT_ACTIVE_MOVER_COMPLETE)
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return !HasPlayerLocalFlag(PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME);
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return !HasPlayerLocalFlag(PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME) || WorldObject::CanNeverSee(obj);
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}
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bool Player::CanAlwaysSee(WorldObject const* obj) const
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