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Send not finished moves for creatures at mass visibility update.
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1 changed files with 7 additions and 1 deletions
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@ -130,11 +130,17 @@ VisibleNotifier::Notify()
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// Now do operations that required done at object visibility change to visible
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// Now do operations that required done at object visibility change to visible
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// target aura duration for caster show only if target exist at caster client
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// send data at target visibility change (adding to client)
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// send data at target visibility change (adding to client)
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for(std::set<WorldObject*>::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr)
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for(std::set<WorldObject*>::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr)
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{
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// target aura duration for caster show only if target exist at caster client
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if((*vItr)!=&i_player && (*vItr)->isType(TYPEMASK_UNIT))
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if((*vItr)!=&i_player && (*vItr)->isType(TYPEMASK_UNIT))
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i_player.SendAurasForTarget((Unit*)(*vItr));
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i_player.SendAurasForTarget((Unit*)(*vItr));
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// non finished movements show to player
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if((*vItr)->GetTypeId()==TYPEID_UNIT && ((Creature*)(*vItr))->isAlive())
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((Creature*)(*vItr))->SendMonsterMoveWithSpeedToCurrentDestination(&i_player);
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}
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}
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}
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void
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void
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