diff options
Diffstat (limited to 'src/game/Unit.h')
| -rw-r--r-- | src/game/Unit.h | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/game/Unit.h b/src/game/Unit.h index 2482648180e..c113587a5ff 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -437,8 +437,8 @@ enum UnitVisibility VISIBILITY_OFF = 0, // absolute, not detectable, GM-like, can see all other VISIBILITY_ON = 1, VISIBILITY_GROUP_STEALTH = 2, // detect chance, seen and can see group members - VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead) - VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break + //VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead) + //VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break VISIBILITY_RESPAWN = 5 // special totally not detectable visibility for force delete object at respawn command }; @@ -1135,13 +1135,15 @@ class TRINITY_DLL_SPEC Unit : public WorldObject void SetVisibility(UnitVisibility x); // common function for visibility checks for player/creatures with detection code + virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) const; bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const; bool canDetectInvisibilityOf(Unit const* u) const; + bool canDetectStealthOf(Unit const* u, float distance) const; // virtual functions for all world objects types bool isVisibleForInState(Player const* u, bool inVisibleList) const; // function for low level grid visibility checks in player/creature cases - virtual bool IsVisibleInGridForPlayer(Player* pl) const = 0; + virtual bool IsVisibleInGridForPlayer(Player const* pl) const = 0; bool waterbreath; AuraList & GetSingleCastAuras() { return m_scAuras; } |
