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authorsilver1ce <none@none>2010-02-27 15:25:14 +0200
committersilver1ce <none@none>2010-02-27 15:25:14 +0200
commitfcaa318fb36aca077ca9ba5bfe2707ae0fcbd377 (patch)
tree81007144350a78785d58a9797aac0385edb25589 /src/game/Object.cpp
parent1815d19b85c8b6685850e761a49e1c0d2d7f366b (diff)
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
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r--src/game/Object.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index 4e0f7c01964..40cac8a7891 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -2272,12 +2272,11 @@ void WorldObject::DestroyForNearbyPlayers()
}
}
-void WorldObject::UpdateObjectVisibility()
+void WorldObject::UpdateObjectVisibility(bool /*forced*/)
{
- CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
- Cell cell(p);
-
- GetMap()->UpdateObjectVisibility(this, cell, p);
+ //updates object's visibility for nearby players
+ Trinity::VisibleChangesNotifier notifier(*this);
+ VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
struct WorldObjectChangeAccumulator