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Use 2D distance for visibility checks
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parent
a69bc59f1d
commit
df3ca15c3d
9 changed files with 88 additions and 24 deletions
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@ -204,6 +204,7 @@ inline void LoadMapChunk(MPQFile & mf, chunk*_chunk)
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if(fourcc==0x4d435654) // MCVT
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{
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for (int j=0; j<17; ++j)
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{
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for (int i=0; i<((j%2)?8:9); ++i)
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{
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mf.read(&h,4);
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@ -226,6 +227,7 @@ inline void LoadMapChunk(MPQFile & mf, chunk*_chunk)
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if(z>zmax)zmax=z;
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//if(z<zmin)zmin=z;
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}
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}
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}
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else if(fourcc==0x4d434e52) // MCNR
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{
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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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@ -148,5 +148,5 @@ void DynamicObject::Delay(int32 delaytime)
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bool DynamicObject::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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@ -738,7 +738,7 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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}
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// check distance
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return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
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return IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject() +
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) );
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}
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@ -1119,6 +1119,19 @@ bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2com
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return distsq < maxdist * maxdist;
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}
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bool WorldObject::IsWithinDistInMap2d(const WorldObject* obj, const float dist2compare) const
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{
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if (!obj || !IsInMap(obj)) return false;
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float distsq = dx*dx + dy*dy;
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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}
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bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
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{
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if (!IsInMap(obj)) return false;
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@ -418,6 +418,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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float GetDistanceZ(const WorldObject* obj) const;
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bool IsInMap(const WorldObject* obj) const { return GetMapId()==obj->GetMapId() && GetInstanceId()==obj->GetInstanceId(); }
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bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const;
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bool IsWithinDistInMap2d(const WorldObject* obj, const float dist2compare) const;
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bool IsWithinLOS(const float x, const float y, const float z ) const;
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bool IsWithinLOSInMap(const WorldObject* obj) const;
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@ -8547,7 +8547,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
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return gain;
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}
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList) const
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is2dDistance) const
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{
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if(!u)
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return false;
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@ -8598,40 +8598,88 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList)
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if(u->isInFlight()) // what see player in flight
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{
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// use object grey distance for all (only see objects any way)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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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(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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return false;
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}
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}
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else if(GetTypeId()==TYPEID_PLAYER) // distance for show player
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{
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if(u->GetTypeId()==TYPEID_PLAYER)
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{
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// Players far than max visible distance for player or not in our map are not visible too
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!at_same_transport && !IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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else
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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}
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else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed
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{
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// Pet/charmed far than max visible distance for player or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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else // distance for show creature
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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if(is2dDistance)
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{
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if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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else
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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return false;
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}
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}
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// Visible units, always are visible for all units, except for units under invisibility
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@ -9444,7 +9492,7 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
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bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
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{
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return isVisibleForOrDetect(u,false,inVisibleList);
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return isVisibleForOrDetect(u, false, inVisibleList, true);
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}
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uint32 Unit::GetCreatureType() const
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@ -1139,7 +1139,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SetVisibility(UnitVisibility x);
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// common function for visibility checks for player/creatures with detection code
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const;
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is2dDistance = false) const;
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bool canDetectInvisibilityOf(Unit const* u) const;
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// virtual functions for all world objects types
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@ -869,9 +869,9 @@ GM.StartLevel = 1
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# Visibility.Distance.Creature
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# Visibility.Distance.Player
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# Visibility distance for different in game object
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# Max limited by active player zone: ~ 166
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# Max limited by active player zone: ~ 333
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# Min limit dependent from objects
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# Default: 66 (cell size)
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# Default: 132 (cell size)
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# Min limit is max aggro radius (45) * Rate.Creature.Aggro
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#
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# Visibility.Distance.Object
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@ -897,10 +897,10 @@ GM.StartLevel = 1
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###################################################################################################################
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Visibility.GroupMode = 0
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Visibility.Distance.Creature = 66
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Visibility.Distance.Player = 66
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Visibility.Distance.Object = 66
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Visibility.Distance.InFlight = 66
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Visibility.Distance.Creature = 132
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Visibility.Distance.Player = 132
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Visibility.Distance.Object = 132
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Visibility.Distance.InFlight = 132
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Visibility.Distance.Grey.Unit = 1
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Visibility.Distance.Grey.Object = 10
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