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*Fix the bug that stealth players cannot see self.
--HG-- branch : trunk
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@@ -9981,7 +9981,8 @@ void Unit::SetVisibility(UnitVisibility x)
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Trinity::UnitListSearcher<Trinity::AnyUnitInObjectRangeCheck> searcher(targets, check);
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VisitNearbyWorldObject(World::GetMaxVisibleDistance(), searcher);
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for(std::list<Unit*>::iterator iter = targets.begin(); iter != targets.end(); ++iter)
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if((*iter)->GetTypeId() == TYPEID_PLAYER)
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if(*iter != this && (*iter)->GetTypeId() == TYPEID_PLAYER
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&& ((Player*)(*iter))->HaveAtClient(this))
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{
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DestroyForPlayer((Player*)(*iter));
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((Player*)(*iter))->m_clientGUIDs.erase(GetGUID());
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