diff options
author | gvcoman <none@none> | 2008-11-14 20:40:35 -0600 |
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committer | gvcoman <none@none> | 2008-11-14 20:40:35 -0600 |
commit | 5deef1bb59ba53570d481a97e5c1df39ef316f37 (patch) | |
tree | 334e913e1247419d2ad485f1681e859aa8875044 /src/game/DynamicObject.cpp | |
parent | 3085e66b966fec0012decf2543c7e32064b47102 (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.cpp | 5 |
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))*/; } |