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Update visibility system
*visibility updates and ai relocations processed simultaneously for each grid *these operations now are not synchronized for different grids *some changes into structure of visibility notifiers --HG-- branch : trunk
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@@ -2272,12 +2272,11 @@ void WorldObject::DestroyForNearbyPlayers()
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}
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}
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void WorldObject::UpdateObjectVisibility()
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void WorldObject::UpdateObjectVisibility(bool /*forced*/)
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{
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CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
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Cell cell(p);
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GetMap()->UpdateObjectVisibility(this, cell, p);
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//updates object's visibility for nearby players
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Trinity::VisibleChangesNotifier notifier(*this);
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VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
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}
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struct WorldObjectChangeAccumulator
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