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authormegamage <none@none>2009-05-26 15:34:55 -0500
committermegamage <none@none>2009-05-26 15:34:55 -0500
commitce8b7a68398bab602d8a8f71c7c3dbab5af137ea (patch)
tree1a65fc77411ce5bb9f9551ba239c6c736fcbf9c1 /src/game/Map.cpp
parent326940181ad63d2336d2a91214d9a9c930fb481d (diff)
*Do not do visibility notification twice for bind sight players. This fixes the bug that bind sight is interrupted when target enters a populated area.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r--src/game/Map.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 4785d9bf91e..9e107af5b86 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -592,7 +592,7 @@ void Map::RelocationNotify()
if(unit->GetTypeId() == TYPEID_PLAYER)
{
Trinity::PlayerRelocationNotifier notifier(*((Player*)unit));
- VisitAll(unit->GetPositionX(), unit->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier);
+ VisitAll(((Player*)unit)->m_seer->GetPositionX(), ((Player*)unit)->m_seer->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier);
notifier.Notify();
}
else
@@ -677,12 +677,8 @@ void Map::Update(const uint32 &t_diff)
}
}
- if(plr->m_seer != plr && !plr->hasUnitState(UNIT_STAT_ONVEHICLE))
- {
- Trinity::PlayerVisibilityNotifier notifier(*plr);
- VisitAll(plr->m_seer->GetPositionX(), plr->m_seer->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
- notifier.Notify();
- }
+ if(plr->m_seer != plr && !plr->m_Vehicle)
+ AddUnitToNotify(plr);
}
// non-player active objects