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-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h2
-rw-r--r--src/server/game/Entities/Object/Object.h2
-rw-r--r--src/server/game/Entities/Player/Player.h2
4 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index d7d4316975e..be46c3394f2 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1242,7 +1242,7 @@ void GameObject::SaveRespawnTime(uint32 forceDelay)
bool GameObject::IsNeverVisible(bool allowServersideObjects) const
{
- if (WorldObject::IsNeverVisible())
+ if (WorldObject::IsNeverVisible(allowServersideObjects))
return true;
if (GetGOInfo()->GetServerOnly() && !allowServersideObjects)
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index 470aed0a031..cd983c6a303 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -235,7 +235,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
- bool IsNeverVisible(bool allowServersideObjects = false) const override;
+ bool IsNeverVisible(bool allowServersideObjects) const override;
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
bool IsInvisibleDueToDespawn() const override;
diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h
index 447fcdb90d6..3a72759bb74 100644
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -550,7 +550,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
- virtual bool IsNeverVisible([[maybe_unused]] bool allowServersideObjects = false) const { return !IsInWorld(); }
+ virtual bool IsNeverVisible([[maybe_unused]] bool allowServersideObjects) const { return !IsInWorld(); }
virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
virtual bool IsInvisibleDueToDespawn() const { return false; }
//difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 3aacdbb295a..107bfff4799 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -2026,7 +2026,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
bool HaveAtClient(Object const* u) const;
- bool IsNeverVisible(bool allowServersideObjects = false) const override;
+ bool IsNeverVisible(bool allowServersideObjects) const override;
bool IsVisibleGloballyFor(Player const* player) const;