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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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@ -7901,11 +7901,6 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
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if (!IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else if(!isAlive()) // distance for show body
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{
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if (!IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else if(!at_same_transport) // distance for show player/pet/creature (no transport case)
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{
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// Any units far than max visible distance for viewer or not in our map are not visible too
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@ -7925,7 +7920,7 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
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return false;
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// Visible units, always are visible for all units, except for units under invisibility and phases
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if (m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u))
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if (m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0)
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return true;
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// GMs see any players, not higher GMs and all units in any phase
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@ -7941,10 +7936,6 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
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if (m_Visibility == VISIBILITY_OFF)
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return false;
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// phased visibility (both must phased in same way)
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if(!InSamePhase(u))
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return false;
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// raw invisibility
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bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask !=0);
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