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authormaximius <none@none>2009-09-27 02:24:25 -0700
committermaximius <none@none>2009-09-27 02:24:25 -0700
commitf980dd9ac6c1679caac7a41d806d65c90a02939f (patch)
treeadd2748b3fcfd38d00883789dc692c087deed77f /src/game/ObjectAccessor.cpp
parenta635bdd0ccdf77c56c45ee1a6d456b3a2ef43ff3 (diff)
*Merge [8524] New cell search algorithm implemented. You can now choose different
visibility distances on continents, in BG/Arenas and instances. Author: Ambal *Some warning cleanup --HG-- branch : trunk
Diffstat (limited to 'src/game/ObjectAccessor.cpp')
-rw-r--r--src/game/ObjectAccessor.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp
index 8bc0e385f6f..7a12b4784e4 100644
--- a/src/game/ObjectAccessor.cpp
+++ b/src/game/ObjectAccessor.cpp
@@ -235,7 +235,9 @@ ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType
WorldObjectChangeAccumulator notifier(*obj, update_players);
TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
CellLock<GridReadGuard> cell_lock(cell, p);
- cell_lock->Visit(cell_lock, player_notifier, *obj->GetMap());
+ Map& map = *obj->GetMap();
+ //we must build packets for all visible players
+ cell_lock->Visit(cell_lock, player_notifier, map, *obj, map.GetVisibilityDistance());
}
Pet*