removed redundant check at MoveInLos
this check is already done in istargetableForAttack
thx to NoFantasy
fixed in isVisibleForOrDetect that isInvisbleForAlive
wasn't checked.. and therefore all spiritserviceprovider
got visible
thx to NetSky
with that i've implemented all known auras which makes
units invisible for alive.. but that's currently quite hacky
i think best would be if we could set a unit-flag after those auras
getting applied
* Add single arg version Unit::AddThreat for just adding to threat list.
* Req. provide schollmask and crit flag for any real threat value for proper threats mod apply.
* Send crit flag in DealDamage as MELEE_HIT_CRIT for spell damage for later send to threat call.
* For not affected by modifiers threat values use SPELL_SCHOOL_MASK_NONE.
* Implement aura SPELL_AURA_MOD_CRITICAL_THREAT (used only in itemset 529 effect).
* Added basic infrastructure for visibility update in case difference player and current view point.
Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe,
so use middle case: get view point pointer early as possible at visibility updates.
* Implement dynamic object and creature activisation while it's target of far sight spell effect
* Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT.
* Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system
Without additional changes and not implemented (you will see empty area without creatures in likes case)
* Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
Also send pointer to AI constructors ans mark constructors as explicit.
This changes allow move now some generic often used AI code to CreatureAI helper functions.