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Diffstat (limited to 'src/server/game/Entities/Object')
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index ce10a821ea4..c5db71784c2 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1600,7 +1600,7 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
bool corpseVisibility = false;
if (distanceCheck)
{
- if (const Player* thisPlayer = ToPlayer())
+ if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
!(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
@@ -1633,9 +1633,9 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
{
// Alive players can see dead players in some cases, but other objects can't do that
- if (const Player* thisPlayer = ToPlayer())
+ if (Player const* thisPlayer = ToPlayer())
{
- if (const Player* objPlayer = obj->ToPlayer())
+ if (Player const* objPlayer = obj->ToPlayer())
{
if (thisPlayer->GetTeam() != objPlayer->GetTeam() || !thisPlayer->IsGroupVisibleFor(objPlayer))
return false;
@@ -1976,7 +1976,6 @@ void WorldObject::SendMessageToSet(WorldPacket* data, bool self)
SendMessageToSetInRange(data, GetVisibilityRange(), self);
}
-
void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/)
{
Trinity::MessageDistDeliverer notifier(this, data, dist);