Send not finished moves for creatures at mass visibility update.

This commit is contained in:
VladimirMangos 2009-02-25 06:53:54 +03:00
parent e510fd247b
commit 3c87af93e6

View file

@ -130,11 +130,17 @@ VisibleNotifier::Notify()
// Now do operations that required done at object visibility change to visible
// target aura duration for caster show only if target exist at caster client
// 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);
}
}
void