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*Do not do visibility notification twice for bind sight players. This fixes the bug that bind sight is interrupted when target enters a populated area.
--HG-- branch : trunk
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@@ -592,7 +592,7 @@ void Map::RelocationNotify()
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if(unit->GetTypeId() == TYPEID_PLAYER)
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{
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Trinity::PlayerRelocationNotifier notifier(*((Player*)unit));
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VisitAll(unit->GetPositionX(), unit->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier);
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VisitAll(((Player*)unit)->m_seer->GetPositionX(), ((Player*)unit)->m_seer->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier);
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notifier.Notify();
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}
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else
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@@ -677,12 +677,8 @@ void Map::Update(const uint32 &t_diff)
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}
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}
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if(plr->m_seer != plr && !plr->hasUnitState(UNIT_STAT_ONVEHICLE))
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{
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Trinity::PlayerVisibilityNotifier notifier(*plr);
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VisitAll(plr->m_seer->GetPositionX(), plr->m_seer->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
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notifier.Notify();
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}
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if(plr->m_seer != plr && !plr->m_Vehicle)
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AddUnitToNotify(plr);
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}
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// non-player active objects
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