diff options
author | Giacomo Pozzoni <giacomopoz@gmail.com> | 2020-09-06 21:38:12 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-02-05 13:46:49 +0100 |
commit | ca498ffab23e9be7a4ffc6ea6adbfa3c01d5e6f6 (patch) | |
tree | e1d34ae15a05990e39917a0348335723907ca7d7 /src | |
parent | ebdb6d80bb4e9cac5c5b2e177df930d000b79444 (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
(cherry picked from commit c68faf108edf50ae8a2ff4a341eff1e0d4269cbc)
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 26ade43a1de..cb619b1af04 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -910,6 +910,20 @@ 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.IsEmpty()) + 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 |