with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures
i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
this is a virtual function and can be used to move gameobjects
and creatures from battlegroundcode to database
for this i also had to add a BattleGround-pointer to the map
so i renamed CreateBattleGround(instanceid) to CreateBattleGroundMap(instanceid, Battleground*)
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.
Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.