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authorRat <gmstreetrat@gmail.com>2015-03-16 07:28:49 +0100
committerRat <gmstreetrat@gmail.com>2015-03-16 07:28:49 +0100
commit8f3a80c1cf39978056979a0bcbcb7321e510c101 (patch)
treefb935f44c86ea9ae84a232f499757b97728e86c4 /src/server/game/Maps/Map.cpp
parent8366ed5a720047102fc44a7ae89adc8ed83f9076 (diff)
Core/Phases: Ported new phasing system from 4.3.4 branch and fixed some map swap logic
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 71d05031483..0b106c0b391 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -498,6 +498,8 @@ bool Map::AddPlayerToMap(Player* player)
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
+ player->SendUpdatePhasing();
+
sScriptMgr->OnPlayerEnterMap(this, player);
return true;
}
@@ -556,6 +558,8 @@ bool Map::AddToMap(T* obj)
if (obj->isActiveObject())
AddToActive(obj);
+ obj->RebuildTerrainSwaps();
+
//something, such as vehicle, needs to be update immediately
//also, trigger needs to cast spell, if not update, cannot see visual
obj->UpdateObjectVisibility(true);