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authorGiacomo Pozzoni <giacomopoz@gmail.com>2020-09-06 21:38:12 +0200
committerGitHub <noreply@github.com>2020-09-06 21:38:12 +0200
commitc68faf108edf50ae8a2ff4a341eff1e0d4269cbc (patch)
tree9931b78b15c2093878fab16d018a474ba84d5218 /src/server/game/Maps/Map.cpp
parent5810699ee0341573cee9323bbf282edf56813959 (diff)
Core/Maps: Always update the grid of player summons even if far away (#25406)
* Core/Maps: Always update the grid of player summons even if far away * Code cleanup * Use a vector instead of unordered_set
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 1b91b4c505a..af90ff94255 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -829,6 +829,20 @@ void Map::Update(uint32 t_diff)
for (Unit* unit : toVisit)
VisitNearbyCellsOf(unit, grid_object_update, world_object_update);
}
+
+ { // Update player's summons
+ std::vector<Unit*> toVisit;
+
+ // Totems
+ for (ObjectGuid const& summonGuid : player->m_SummonSlot)
+ if (summonGuid)
+ if (Creature* unit = GetCreature(summonGuid))
+ if (unit->GetMapId() == player->GetMapId() && !unit->IsWithinDistInMap(player, GetVisibilityRange(), false))
+ toVisit.push_back(unit);
+
+ for (Unit* unit : toVisit)
+ VisitNearbyCellsOf(unit, grid_object_update, world_object_update);
+ }
}
// non-player active objects, increasing iterator in the loop in case of object removal