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[8422] Implement far sight like spells work for long distance.
* Added basic infrastructure for visibility update in case difference player and current view point. Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe, so use middle case: get view point pointer early as possible at visibility updates. * Implement dynamic object and creature activisation while it's target of far sight spell effect * Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT. * Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system Without additional changes and not implemented (you will see empty area without creatures in likes case) * Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
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28 changed files with 228 additions and 144 deletions
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@ -227,7 +227,7 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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return true;
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}
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bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
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bool Corpse::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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