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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/Player.h
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/Player.h')
-rw-r--r--src/game/Player.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/Player.h b/src/game/Player.h
index ae179894121..e6f97770949 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -2180,8 +2180,10 @@ class Player : public Unit, public GridObject<Player>
bool IsVisibleInGridForPlayer(Player const* pl) const;
bool IsVisibleGloballyFor(Player* pl) const;
- void UpdateVisibilityOf(WorldObject* target);
void SendInitialVisiblePackets(Unit* target);
+ void UpdateObjectVisibility(bool forced = true);
+ void UpdateVisibilityForPlayer();
+ void UpdateVisibilityOf(WorldObject* target);
template<class T>
void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow);