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Project tidy up and sync
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49fe617b55
commit
5531a0087d
44 changed files with 484 additions and 427 deletions
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@ -837,45 +837,6 @@ bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoi
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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/*
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bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
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{
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// Not in world
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if (!IsInWorld() || !u->IsInWorld())
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{ return false; }
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// invisible at client always
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if (!GetGOInfo()->displayId)
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return false;
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// Transport always visible at this step implementation
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if (IsTransport() && IsInMap(u))
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{ return true; }
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// quick check visibility false cases for non-GM-mode
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if (!u->isGameMaster())
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{
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// despawned and then not visible for non-GM in GM-mode
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if (!isSpawned())
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{ return false; }
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*/
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// special invisibility cases
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/* TODO: implement trap stealth, take look at spell 2836
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if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
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{
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if(check stuff here)
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return false;
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}*/
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/*
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}
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// check distance
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return IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() +
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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*/
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void GameObject::Respawn()
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{
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if (m_spawnedByDefault && m_respawnTime > 0)
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@ -2469,6 +2430,20 @@ void GameObject::ForceGameObjectHealth(int32 diff, Unit* caster)
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SetGoAnimProgress(GetMaxHealth() ? m_useTimes * 255 / GetMaxHealth() : 255);
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}
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void GameObject::SetInUse(bool use)
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{
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m_isInUse = use;
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if (use)
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SetGoState(GO_STATE_ACTIVE);
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else
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SetGoState(GO_STATE_READY);
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}
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uint32 GameObject::GetScriptId()
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{
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return sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) ? sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) : sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, GetEntry());
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}
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float GameObject::GetInteractionDistance()
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{
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switch (GetGoType())
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@ -2486,17 +2461,4 @@ float GameObject::GetInteractionDistance()
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}
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}
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void GameObject::SetInUse(bool use)
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{
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m_isInUse = use;
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if (use)
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SetGoState(GO_STATE_ACTIVE);
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else
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SetGoState(GO_STATE_READY);
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}
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uint32 GameObject::GetScriptId()
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{
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return sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) ? sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) : sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, GetEntry());
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}
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