From 11f151a962bfcc5732b40ee38de305e751fc59c7 Mon Sep 17 00:00:00 2001 From: acidmanifesto Date: Fri, 13 May 2022 13:02:43 -0400 Subject: [PATCH] fix (core): Prevent Forced UpdateObjectVisibility Before in World (#11730) fix (Core): Prevent Forced UpdateObjectVisibility Before in World TC Cherry Pick: https://github.com/TrinityCore/TrinityCore/commit/38dc5667ba13d5c1d094330b0f57ba0ee9b2dde5 Co-Authored-By: Shauren Co-Authored-By: Jurgis <326232+chemicstry@users.noreply.github.com> Co-authored-by: Shauren Co-authored-by: Jurgis <326232+chemicstry@users.noreply.github.com> --- src/server/game/Entities/Player/PlayerUpdates.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/server/game/Entities/Player/PlayerUpdates.cpp b/src/server/game/Entities/Player/PlayerUpdates.cpp index 3e861c857..86230835b 100644 --- a/src/server/game/Entities/Player/PlayerUpdates.cpp +++ b/src/server/game/Entities/Player/PlayerUpdates.cpp @@ -1548,6 +1548,10 @@ void Player::UpdateVisibilityForPlayer(bool mapChange) void Player::UpdateObjectVisibility(bool forced, bool fromUpdate) { + // Prevent updating visibility if player is not in world (example: LoadFromDB sets drunkstate which updates invisibility while player is not in map) + if (!IsInWorld()) + return; + if (!forced) AddToNotify(NOTIFY_VISIBILITY_CHANGED); else if (!isBeingLoaded())