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Use 2D distance for visibility checks
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9 changed files with 88 additions and 24 deletions
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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() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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}
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