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-rw-r--r--src/game/GridNotifiers.cpp47
1 files changed, 2 insertions, 45 deletions
diff --git a/src/game/GridNotifiers.cpp b/src/game/GridNotifiers.cpp
index c6119617f33..6b9b3bb4728 100644
--- a/src/game/GridNotifiers.cpp
+++ b/src/game/GridNotifiers.cpp
@@ -30,23 +30,6 @@
using namespace Trinity;
-/*void
-Trinity::PlayerNotifier::Visit(PlayerMapType &m)
-{
- for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
- {
- if( iter->getSource() == &i_player )
- continue;
-
- iter->getSource()->UpdateVisibilityOf(&i_player);
- i_player.UpdateVisibilityOf(iter->getSource());
-
- if (!i_player.GetSharedVisionList().empty())
- for (SharedVisionList::const_iterator it = i_player.GetSharedVisionList().begin(); it != i_player.GetSharedVisionList().end(); ++it)
- (*it)->UpdateVisibilityOf(iter->getSource());
- }
-}*/
-
void
VisibleChangesNotifier::Visit(PlayerMapType &m)
{
@@ -60,27 +43,7 @@ VisibleChangesNotifier::Visit(PlayerMapType &m)
}
void
-VisibleNotifier::Visit(PlayerMapType &m)
-{
- for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
- {
- if( iter->getSource() == &i_player )
- continue;
-
- iter->getSource()->UpdateVisibilityOf(&i_player);
- //i_player.UpdateVisibilityOf(iter->getSource());
-
- //if (!i_player.GetSharedVisionList().empty())
- // for (SharedVisionList::const_iterator it = i_player.GetSharedVisionList().begin(); it != i_player.GetSharedVisionList().end(); ++it)
- // (*it)->UpdateVisibilityOf(iter->getSource());
-
- i_player.UpdateVisibilityOf(iter->getSource(),i_data,i_data_updates,i_visibleNow);
- i_clientGUIDs.erase(iter->getSource()->GetGUID());
- }
-}
-
-void
-VisibleNotifier::Notify()
+PlayerRelocationNotifier::Notify()
{
// at this moment i_clientGUIDs have guids that not iterate at grid level checks
// but exist one case when this possible and object not out of range: transports
@@ -144,15 +107,9 @@ VisibleNotifier::Notify()
// send data at target visibility change (adding to client)
for(std::set<WorldObject*>::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr)
- {
// target aura duration for caster show only if target exist at caster client
if((*vItr)!=&i_player && (*vItr)->isType(TYPEMASK_UNIT))
- i_player.SendAurasForTarget((Unit*)(*vItr));
-
- // non finished movements show to player
- if((*vItr)->GetTypeId()==TYPEID_UNIT && ((Creature*)(*vItr))->isAlive())
- ((Creature*)(*vItr))->SendMonsterMoveWithSpeedToCurrentDestination(&i_player);
- }
+ i_player.SendInitialVisiblePackets((Unit*)(*vItr));
}
void