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[11183] Use map type dependent visibility distance for gameobject, dynamicobject and corpse visibility checks
Also drop no more needed Visibility.Distance.Object config option
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0c45eee083
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8 changed files with 5 additions and 33 deletions
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@ -252,7 +252,7 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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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(viewPoint, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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bool Corpse::IsHostileTo( Unit const* unit ) const
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