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authorlinencloth <none@none>2010-11-13 17:18:09 +0100
committerlinencloth <none@none>2010-11-13 17:18:09 +0100
commitbf888285aab32ae2571002f23dd217396b2f12d8 (patch)
treee13695f4909b7df4f218057126919321b4374f58 /src/server/game/Maps/Map.h
parent995408f0a9e6512af53e7719799d332d487f84eb (diff)
Core:
- Redesigned stealth and invisibility handling - Implemented the handling of multiple stealth types - Implemented fake inebriation - The message deliverer no longer sends packets from a non-visible source - The server won't send that much garbage which just takes bandwith - It won't be possible to use cheats to detect invisible objects - Removed a lot of checks for the Z-coord - Fixes visibility problems happening while flying - Limited the grid activation range of creatures to use less resources - Implemented Shroud of Death - Implemented increased visibility range for active objects - Removed visibility check at spellhit (only sanctuary effects should prevent it) (And a lot of other changes...) Closes issue 4208 Closes issue 3049 Closes issue 2097 Closes issue 2198 Closes issue 2384 Closes issue 2197 Closes issue 2319 --HG-- branch : trunk
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rwxr-xr-xsrc/server/game/Maps/Map.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 534115e7e0d..0bff446b67d 100755
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -50,6 +50,7 @@ struct Position;
class Battleground;
class MapInstanced;
class InstanceMap;
+namespace Trinity { struct ObjectUpdater; }
struct ScriptAction
{
@@ -269,9 +270,10 @@ class Map : public GridRefManager<NGridType>
template<class T> void Add(T *);
template<class T> void Remove(T *, bool);
+ void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
virtual void Update(const uint32&);
- float GetVisibilityDistance() const { return m_VisibleDistance; }
+ float GetVisibilityRange() const { return m_VisibleDistance; }
//function for setting up visibility distance for maps on per-type/per-Id basis
virtual void InitVisibilityDistance();