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authorgvcoman <none@none>2008-11-14 20:40:35 -0600
committergvcoman <none@none>2008-11-14 20:40:35 -0600
commit5deef1bb59ba53570d481a97e5c1df39ef316f37 (patch)
tree334e913e1247419d2ad485f1681e859aa8875044 /src/game/DynamicObject.cpp
parent3085e66b966fec0012decf2543c7e32064b47102 (diff)
[svn] * Reimplemented packet/update forwarding in more generic way
* Implemented far sight spells (Far Sight, Eagle Eye, etc) at unlimited range and properly forward packets * Implemented bind vision spells (Mind Vision, etc) to forward packets at unlimited distance * Implemented Sentry Totem (both vision switching/forwarding and alerting) * Other misc possession fixes * Added .bindsight and .unbindsight commands Please test out the above spells (including Mind Control) and report any issues on the forums. --HG-- branch : trunk
Diffstat (limited to 'src/game/DynamicObject.cpp')
-rw-r--r--src/game/DynamicObject.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
index c1f5212ca05..854d2e82e3e 100644
--- a/src/game/DynamicObject.cpp
+++ b/src/game/DynamicObject.cpp
@@ -136,6 +136,9 @@ void DynamicObject::Update(uint32 p_time)
void DynamicObject::Delete()
{
+ // Make sure the object is back to grid container for removal as farsight targets
+ // are switched to world container on creation
+ GetMap()->SwitchGridContainers(this, false);
SendObjectDeSpawnAnim(GetGUID());
AddObjectToRemoveList();
}
@@ -150,5 +153,5 @@ void DynamicObject::Delay(int32 delaytime)
bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
- return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
+ return IsInWorld() && u->IsInWorld() /*&& IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))*/;
}