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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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parent
0c45eee083
commit
d597ffe10e
8 changed files with 5 additions and 33 deletions
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@ -72,7 +72,6 @@ volatile uint32 World::m_worldLoopCounter = 0;
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float World::m_MaxVisibleDistanceOnContinents = DEFAULT_VISIBILITY_DISTANCE;
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float World::m_MaxVisibleDistanceInInstances = DEFAULT_VISIBILITY_INSTANCE;
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float World::m_MaxVisibleDistanceInBGArenas = DEFAULT_VISIBILITY_BGARENAS;
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float World::m_MaxVisibleDistanceForObject = DEFAULT_VISIBILITY_DISTANCE;
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float World::m_MaxVisibleDistanceInFlight = DEFAULT_VISIBILITY_DISTANCE;
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float World::m_VisibleUnitGreyDistance = 0;
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@ -821,17 +820,6 @@ void World::LoadConfigSettings(bool reload)
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m_MaxVisibleDistanceInBGArenas = MAX_VISIBILITY_DISTANCE - m_VisibleUnitGreyDistance;
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}
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m_MaxVisibleDistanceForObject = sConfig.GetFloatDefault("Visibility.Distance.Object", DEFAULT_VISIBILITY_DISTANCE);
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if(m_MaxVisibleDistanceForObject < INTERACTION_DISTANCE)
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{
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sLog.outError("Visibility.Distance.Object can't be less max aggro radius %f",float(INTERACTION_DISTANCE));
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m_MaxVisibleDistanceForObject = INTERACTION_DISTANCE;
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}
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else if(m_MaxVisibleDistanceForObject + m_VisibleObjectGreyDistance > MAX_VISIBILITY_DISTANCE)
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{
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sLog.outError("Visibility.Distance.Object can't be greater %f",MAX_VISIBILITY_DISTANCE-m_VisibleObjectGreyDistance);
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m_MaxVisibleDistanceForObject = MAX_VISIBILITY_DISTANCE - m_VisibleObjectGreyDistance;
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}
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m_MaxVisibleDistanceInFlight = sConfig.GetFloatDefault("Visibility.Distance.InFlight", DEFAULT_VISIBILITY_DISTANCE);
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if(m_MaxVisibleDistanceInFlight + m_VisibleObjectGreyDistance > MAX_VISIBILITY_DISTANCE)
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{
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