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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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@ -76,7 +76,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if( !victim ||
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!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
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m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,false) )
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m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,m_creature,false) )
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{
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CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(),m_creature->GetPositionY()));
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Cell cell(p);
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