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-rw-r--r--src/game/Player.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 8018fcdcd6a..5cc3fbc8f74 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -5950,6 +5950,7 @@ void Player::SendMessageToSet(WorldPacket *data, bool self)
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
// update: replaced by GetMap()->GetVisibilityDistance()
+
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
@@ -19020,16 +19021,14 @@ bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
// It seems in battleground everyone sees everyone, except the enemy-faction ghosts
if (InBattleGround())
{
- if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
+ if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl))
return false;
return true;
}
// Live player see live player or dead player with not realized corpse
- if(pl->isAlive() || pl->m_deathTimer > 0)
- {
+ if (pl->isAlive() || pl->m_deathTimer > 0)
return isAlive() || m_deathTimer > 0;
- }
// Ghost see other friendly ghosts, that's for sure
if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))