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authorgvcoman <none@none>2008-11-14 20:40:35 -0600
committergvcoman <none@none>2008-11-14 20:40:35 -0600
commit5deef1bb59ba53570d481a97e5c1df39ef316f37 (patch)
tree334e913e1247419d2ad485f1681e859aa8875044 /src/game/ObjectAccessor.h
parent3085e66b966fec0012decf2543c7e32064b47102 (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.h1
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> &) {}
};