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*Merge [8524] New cell search algorithm implemented. You can now choose different
visibility distances on continents, in BG/Arenas and instances. Author: Ambal *Some warning cleanup --HG-- branch : trunk
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@@ -858,7 +858,7 @@ void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
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TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, object_checker, *GetMap());
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cell_lock->Visit(cell_lock, object_checker, *GetMap(), *target, range);
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}
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// found correct GO
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@@ -880,7 +880,7 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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CellLock<GridReadGuard> cell_lock(cell, p);
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TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
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cell_lock->Visit(cell_lock, grid_object_checker, *GetMap());
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cell_lock->Visit(cell_lock, grid_object_checker, *GetMap(), *this, range);
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return ok;
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}
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@@ -1128,7 +1128,8 @@ void GameObject::Use(Unit* user)
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//fish catched
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player->UpdateFishingSkill();
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GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE);
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//TODO: find reasonable value for fishing hole search
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GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
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if (ok)
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{
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player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
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