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/ObjectAccessor.h | |
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/ObjectAccessor.h')
-rw-r--r-- | src/game/ObjectAccessor.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/ObjectAccessor.h b/src/game/ObjectAccessor.h index 88d459ffa08..d0007d37f21 100644 --- a/src/game/ObjectAccessor.h +++ b/src/game/ObjectAccessor.h @@ -212,6 +212,7 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {} void Visit(PlayerMapType &); void Visit(CreatureMapType &); + void Visit(DynamicObjectMapType &); void BuildPacket(Player* plr); template<class SKIP> void Visit(GridRefManager<SKIP> &) {} }; |