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Merge branch 'master' into 303
Conflicts: src/game/Corpse.cpp src/game/DynamicObject.cpp src/game/GameObject.cpp src/game/Object.h src/game/Unit.cpp src/game/Unit.h
This commit is contained in:
commit
af1e1d7794
13 changed files with 34 additions and 27 deletions
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@ -21,7 +21,7 @@
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DROP TABLE IF EXISTS `character_db_version`;
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CREATE TABLE `character_db_version` (
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`required_2008_11_12_01_character_character_aura` bit(1) default NULL
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`required_2008_12_03_01_character_guild_member` bit(1) default NULL
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) ENGINE=MyISAM DEFAULT CHARSET=utf8 ROW_FORMAT=FIXED COMMENT='Last applied sql update to DB';
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--
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@ -938,7 +938,7 @@ CREATE TABLE `guild_member` (
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`BankRemSlotsTab5` int(11) unsigned NOT NULL default '0',
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KEY `guildid_key` (`guildid`),
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KEY `guildid_rank_key` (`guildid`,`rank`),
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KEY `guid_key` (`guid`)
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UNIQUE KEY `guid_key` (`guid`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8 ROW_FORMAT=FIXED COMMENT='Guild System';
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--
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3
sql/updates/2008_12_03_01_character_guild_member.sql
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3
sql/updates/2008_12_03_01_character_guild_member.sql
Normal file
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@ -0,0 +1,3 @@
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ALTER TABLE character_db_version CHANGE COLUMN required_2008_11_12_01_character_character_aura required_2008_12_03_01_character_guild_member bit;
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ALTER TABLE `guild_member` DROP INDEX `guid_key` ,
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ADD UNIQUE `guid_key` ( `guid` );
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@ -140,6 +140,7 @@ pkgdata_DATA = \
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2008_11_27_01_mangos_playercreateinfo_item.sql \
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2008_11_29_01_mangos_spell_proc_event.sql \
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2008_11_29_02_mangos_spell_elixir.sql \
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2008_12_03_01_character_guild_member.sql \
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README
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## Additional files to include when running 'make dist'
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@ -261,4 +262,5 @@ EXTRA_DIST = \
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2008_11_27_01_mangos_playercreateinfo_item.sql \
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2008_11_29_01_mangos_spell_proc_event.sql \
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2008_11_29_02_mangos_spell_elixir.sql \
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2008_12_03_01_character_guild_member.sql \
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README
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@ -103,13 +103,13 @@ void BattleGroundQueue::AddPlayer(Player *plr, uint32 bgTypeId)
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if(sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
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{
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ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF,
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bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde);
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bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
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}
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// System message
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else
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{
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sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
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bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde);
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bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
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}
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}
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}
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@ -209,5 +209,5 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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@ -148,5 +148,5 @@ void DynamicObject::Delay(int32 delaytime)
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bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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@ -739,7 +739,7 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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// check distance
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return IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject() +
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) );
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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void GameObject::Respawn()
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@ -1105,14 +1105,18 @@ float WorldObject::GetDistanceZ(const WorldObject* obj) const
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return ( dist > 0 ? dist : 0);
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}
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bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const
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bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D) const
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{
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if (!obj || !IsInMap(obj)) return false;
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float distsq = dx*dx + dy*dy;
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if(is3D)
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{
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float dz = GetPositionZ() - obj->GetPositionZ();
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float distsq = dx*dx + dy*dy + dz*dz;
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float maxdist = dist2compare + sizefactor;
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@ -417,7 +417,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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float GetDistance2d(const float x, const float y) const;
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float GetDistanceZ(const WorldObject* obj) const;
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bool IsInMap(const WorldObject* obj) const { return GetMapId()==obj->GetMapId() && GetInstanceId()==obj->GetInstanceId(); }
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bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const;
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bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D = true) const;
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bool IsWithinDistInMap2d(const WorldObject* obj, const float dist2compare) const;
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bool IsWithinLOS(const float x, const float y, const float z ) const;
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bool IsWithinLOSInMap(const WorldObject* obj) const;
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@ -53,6 +53,7 @@
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#include "SocialMgr.h"
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#include "Util.h"
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#include "TemporarySummon.h"
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#include "ScriptCalls.h"
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pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
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{
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@ -2800,6 +2801,9 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
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if (gameObjTarget)
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{
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if (Script->GOHello(player, gameObjTarget))
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return;
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switch (gameObjTarget->GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR:
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@ -8547,7 +8547,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
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return gain;
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}
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is2dDistance) const
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
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{
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if(!u)
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return false;
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@ -8598,27 +8598,25 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
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if(u->isInFlight()) // what see player in flight
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{
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// use object grey distance for all (only see objects any way)
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if(is2dDistance)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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}
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else if(!isAlive()) // distance for show body
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{
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if(is2dDistance)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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}
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@ -8627,28 +8625,26 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
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if(u->GetTypeId()==TYPEID_PLAYER)
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{
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// Players far than max visible distance for player or not in our map are not visible too
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if(is2dDistance)
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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{
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if (!at_same_transport && !IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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else
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if(is2dDistance)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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@ -8656,28 +8652,26 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList,
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else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed
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{
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// Pet/charmed far than max visible distance for player or not in our map are not visible too
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if(is2dDistance)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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else // distance for show creature
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if(is2dDistance)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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@ -9492,7 +9486,7 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
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bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
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{
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return isVisibleForOrDetect(u, false, inVisibleList, true);
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return isVisibleForOrDetect(u, false, inVisibleList, false);
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}
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uint32 Unit::GetCreatureType() const
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@ -1139,7 +1139,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SetVisibility(UnitVisibility x);
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// common function for visibility checks for player/creatures with detection code
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is2dDistance = false) const;
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool canDetectInvisibilityOf(Unit const* u) const;
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// virtual functions for all world objects types
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "6870"
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#define REVISION_NR "6873"
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#endif // __REVISION_NR_H__
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