diff options
Diffstat (limited to 'src/server/game/Entities/Object')
| -rwxr-xr-x | src/server/game/Entities/Object/Object.cpp | 7 |
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); |
