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Phase system development continue.
* Use WorldObject phase mask field instead explicit aura scan. This allow have phase for any world objects. * Add phase checks to packet broadcasters/object searchers. This let correctly work say/yell/area and multi/random target spells/aggro assistance in phased areas or target selection. * In GM-mode character presense (see and visible) in all phases except normal visibility efects including GM-visibility. TODO: summoned objects phase set base at owner phase, load phase mask for creatures/gameobjects from DB, in game commands.
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16 changed files with 223 additions and 121 deletions
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@ -87,7 +87,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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victim = NULL;
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MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
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MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(victim, u_check);
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MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(&i_totem,victim, u_check);
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TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
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TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
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