mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-24 14:16:31 +00:00
feat(Core/Grids): Implement visibility notifier (#15919)
* Cherry-picked from TrinityCore (unable to find author)
This commit is contained in:
@@ -365,17 +365,15 @@ void Creature::RemoveCorpse(bool setSpawnTime, bool skipVisibility)
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//SaveRespawnTime();
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}
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float x, y, z, o;
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GetRespawnPosition(x, y, z, &o);
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SetHomePosition(x, y, z, o);
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SetPosition(x, y, z, o);
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// xinef: relocate notifier
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m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
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// pussywizard: if corpse was removed during falling then the falling will continue after respawn, so stop falling is such case
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if (IsFalling())
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StopMoving();
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float x, y, z, o;
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GetRespawnPosition(x, y, z, &o);
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UpdateAllowedPositionZ(x, y, z);
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SetHomePosition(x, y, z, o);
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GetMap()->CreatureRelocation(this, x, y, z, o);
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}
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/**
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@@ -2077,9 +2075,7 @@ void Creature::Respawn(bool force)
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m_respawnedTime = GameTime::GetGameTime().count();
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}
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m_respawnedTime = GameTime::GetGameTime().count();
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// xinef: relocate notifier, fixes npc appearing in corpse position after forced respawn (instead of spawn)
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m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
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UpdateObjectVisibility(false);
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UpdateObjectVisibility();
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}
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void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds forceRespawnTimer)
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@@ -65,7 +65,7 @@ constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max
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VISIBILITY_DISTANCE_SMALL,
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VISIBILITY_DISTANCE_LARGE,
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VISIBILITY_DISTANCE_GIGANTIC,
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VISIBILITY_DISTANCE_INFINITE
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MAX_VISIBILITY_DISTANCE
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};
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Object::Object() : m_PackGUID(sizeof(uint64) + 1)
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@@ -2922,7 +2922,7 @@ void WorldObject::DestroyForNearbyPlayers()
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}
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}
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void WorldObject::UpdateObjectVisibility(bool /*forced*/, bool /*fromUpdate*/)
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void WorldObject::UpdateObjectVisibility(bool /*forced*/)
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{
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//updates object's visibility for nearby players
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Acore::VisibleChangesNotifier notifier(*this);
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@@ -2931,28 +2931,7 @@ void WorldObject::UpdateObjectVisibility(bool /*forced*/, bool /*fromUpdate*/)
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void WorldObject::AddToNotify(uint16 f)
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{
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if (!(m_notifyflags & f))
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if (Unit* u = ToUnit())
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{
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if (f & NOTIFY_VISIBILITY_CHANGED)
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{
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uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;
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uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, GameTime::GetGameTimeMS().count());
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if (diff >= EVENT_VISIBILITY_DELAY / 2)
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EVENT_VISIBILITY_DELAY /= 2;
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else
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EVENT_VISIBILITY_DELAY -= diff;
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u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
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u->m_last_notify_mstime = GameTime::GetGameTimeMS().count() + EVENT_VISIBILITY_DELAY - 1;
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}
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else if (f & NOTIFY_AI_RELOCATION)
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{
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u->m_delayed_unit_ai_notify_timer = u->FindMap() ? DynamicVisibilityMgr::GetAINotifyDelay(u->FindMap()->GetEntry()->map_type) : 500;
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}
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m_notifyflags |= f;
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}
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m_notifyflags |= f;
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}
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struct WorldObjectChangeAccumulator
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@@ -379,14 +379,23 @@ class MovableMapObject
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template<class T> friend class RandomMovementGenerator;
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protected:
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MovableMapObject() = default;
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MovableMapObject() : _moveState(MAP_OBJECT_CELL_MOVE_NONE)
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{
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_newPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
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}
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private:
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Cell _currentCell;
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[[nodiscard]] Cell const& GetCurrentCell() const { return _currentCell; }
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void SetCurrentCell(Cell const& cell) { _currentCell = cell; }
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Cell _currentCell;
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MapObjectCellMoveState _moveState{MAP_OBJECT_CELL_MOVE_NONE};
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MapObjectCellMoveState _moveState;
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Position _newPosition;
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void SetNewCellPosition(float x, float y, float z, float o)
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{
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_moveState = MAP_OBJECT_CELL_MOVE_ACTIVE;
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_newPosition.Relocate(x, y, z, o);
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}
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};
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class WorldObject : public Object, public WorldLocation
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@@ -538,7 +547,7 @@ public:
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void GetDeadCreatureListInGrid(std::list<Creature*>& lList, float maxSearchRange, bool alive = false) const;
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void DestroyForNearbyPlayers();
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virtual void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false);
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virtual void UpdateObjectVisibility(bool forced = true);
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void BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& player_set) override;
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void GetCreaturesWithEntryInRange(std::list<Creature*>& creatureList, float radius, uint32 entry);
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@@ -28,16 +28,15 @@
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#define VISIBILITY_INC_FOR_GOBJECTS 30.0f // pussywizard
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#define SPELL_SEARCHER_COMPENSATION 30.0f // increase searchers size in case we have large npc near cell border
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#define TRADE_DISTANCE 11.11f
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#define MAX_VISIBILITY_DISTANCE 250.0f // max distance for visible objects, experimental
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#define MAX_VISIBILITY_DISTANCE SIZE_OF_GRIDS // max distance for visible objects, experimental
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#define SIGHT_RANGE_UNIT 50.0f
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#define MAX_SEARCHER_DISTANCE 150.0f // pussywizard: replace the use of MAX_VISIBILITY_DISTANCE in searchers, because MAX_VISIBILITY_DISTANCE is quite too big for this purpose
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#define VISIBILITY_DISTANCE_INFINITE 533.0f
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#define VISIBILITY_DISTANCE_GIGANTIC 400.0f
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#define VISIBILITY_DISTANCE_LARGE 200.0f
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#define VISIBILITY_DISTANCE_NORMAL 100.0f
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#define VISIBILITY_DISTANCE_SMALL 50.0f
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#define VISIBILITY_DISTANCE_TINY 25.0f
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#define DEFAULT_VISIBILITY_DISTANCE 100.0f // default visible distance, 100 yards on continents
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#define DEFAULT_VISIBILITY_DISTANCE VISIBILITY_DISTANCE_NORMAL // default visible distance, 100 yards on continents
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#define DEFAULT_VISIBILITY_INSTANCE 170.0f // default visible distance in instances, 170 yards
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#define VISIBILITY_DIST_WINTERGRASP 175.0f
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#define DEFAULT_VISIBILITY_BGARENAS 533.0f // default visible distance in BG/Arenas, roughly 533 yards
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@@ -2349,7 +2349,7 @@ public:
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bool IsVisibleGloballyFor(Player const* player) const;
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void GetInitialVisiblePackets(Unit* target);
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void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override;
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void UpdateObjectVisibility(bool forced = true) override;
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void UpdateVisibilityForPlayer(bool mapChange = false);
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void UpdateVisibilityOf(WorldObject* target);
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void UpdateTriggerVisibility();
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@@ -412,14 +412,6 @@ void Player::Update(uint32 p_time)
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SetHasDelayedTeleport(false);
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TeleportTo(teleportStore_dest, teleportStore_options);
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}
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if (!IsBeingTeleported() && bRequestForcedVisibilityUpdate)
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{
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bRequestForcedVisibilityUpdate = false;
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UpdateObjectVisibility(true, true);
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m_delayed_unit_relocation_timer = 0;
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RemoveFromNotify(NOTIFY_VISIBILITY_CHANGED);
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}
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}
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void Player::UpdateMirrorTimers()
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@@ -1550,23 +1542,13 @@ void Player::UpdateVisibilityForPlayer(bool mapChange)
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m_seer = this;
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}
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Acore::VisibleNotifier notifierNoLarge(
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*this, mapChange,
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false); // visit only objects which are not large; default distance
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Cell::VisitAllObjects(m_seer, notifierNoLarge,
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GetSightRange() + VISIBILITY_INC_FOR_GOBJECTS);
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notifierNoLarge.SendToSelf();
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Acore::VisibleNotifier notifierLarge(
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*this, mapChange, true); // visit only large objects; maximum distance
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Cell::VisitAllObjects(m_seer, notifierLarge, GetSightRange());
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notifierLarge.SendToSelf();
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if (mapChange)
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m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
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// updates visibility of all objects around point of view for current player
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Acore::VisibleNotifier notifier(*this, mapChange);
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Cell::VisitAllObjects(m_seer, notifier, GetSightRange());
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notifier.SendToSelf(); // send gathered data
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}
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void Player::UpdateObjectVisibility(bool forced, bool fromUpdate)
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void Player::UpdateObjectVisibility(bool forced)
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{
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// Prevent updating visibility if player is not in world (example: LoadFromDB sets drunkstate which updates invisibility while player is not in map)
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if (!IsInWorld())
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@@ -1576,11 +1558,6 @@ void Player::UpdateObjectVisibility(bool forced, bool fromUpdate)
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AddToNotify(NOTIFY_VISIBILITY_CHANGED);
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else if (!isBeingLoaded())
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{
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if (!fromUpdate) // pussywizard:
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{
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bRequestForcedVisibilityUpdate = true;
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return;
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}
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Unit::UpdateObjectVisibility(true);
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UpdateVisibilityForPlayer();
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}
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@@ -317,12 +317,6 @@ Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject),
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m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
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m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
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m_last_notify_mstime = 0;
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m_delayed_unit_relocation_timer = 0;
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m_delayed_unit_ai_notify_timer = 0;
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bRequestForcedVisibilityUpdate = false;
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m_applyResilience = false;
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_instantCast = false;
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@@ -411,32 +405,6 @@ void Unit::Update(uint32 p_time)
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if (!IsInWorld())
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return;
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// pussywizard:
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if (GetTypeId() != TYPEID_PLAYER || (!ToPlayer()->IsBeingTeleported() && !bRequestForcedVisibilityUpdate))
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{
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if (m_delayed_unit_relocation_timer)
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{
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if (m_delayed_unit_relocation_timer <= p_time)
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{
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m_delayed_unit_relocation_timer = 0;
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//ExecuteDelayedUnitRelocationEvent();
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FindMap()->i_objectsForDelayedVisibility.insert(this);
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}
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else
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m_delayed_unit_relocation_timer -= p_time;
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}
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if (m_delayed_unit_ai_notify_timer)
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{
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if (m_delayed_unit_ai_notify_timer <= p_time)
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{
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m_delayed_unit_ai_notify_timer = 0;
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ExecuteDelayedUnitAINotifyEvent();
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}
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else
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m_delayed_unit_ai_notify_timer -= p_time;
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}
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}
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_UpdateSpells( p_time );
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if (CanHaveThreatList() && GetThreatMgr().isNeedUpdateToClient(p_time))
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@@ -17524,13 +17492,17 @@ void Unit::SetContestedPvP(Player* attackedPlayer, bool lookForNearContestedGuar
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player->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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player->SetPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP);
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// call MoveInLineOfSight for nearby contested guards
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AddToNotify(NOTIFY_AI_RELOCATION);
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Acore::AIRelocationNotifier notifier(*this);
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Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
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}
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if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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for (Unit* unit : m_Controlled)
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{
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AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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// call MoveInLineOfSight for nearby contested guards
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AddToNotify(NOTIFY_AI_RELOCATION);
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if (!unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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{
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unit->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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Acore::AIRelocationNotifier notifier(*unit);
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Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
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}
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}
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}
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@@ -19377,7 +19349,7 @@ void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
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}
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}
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void Unit::UpdateObjectVisibility(bool forced, bool /*fromUpdate*/)
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void Unit::UpdateObjectVisibility(bool forced)
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{
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if (!forced)
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AddToNotify(NOTIFY_VISIBILITY_CHANGED);
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@@ -19385,8 +19357,7 @@ void Unit::UpdateObjectVisibility(bool forced, bool /*fromUpdate*/)
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{
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WorldObject::UpdateObjectVisibility(true);
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Acore::AIRelocationNotifier notifier(*this);
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float radius = 60.0f;
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Cell::VisitAllObjects(this, notifier, radius);
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Cell::VisitAllObjects(this, notifier, GetVisibilityRange());
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}
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}
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@@ -20743,124 +20714,6 @@ bool ConflagrateAuraStateDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time
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return true;
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}
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void Unit::ExecuteDelayedUnitRelocationEvent()
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{
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this->RemoveFromNotify(NOTIFY_VISIBILITY_CHANGED);
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if (!this->IsInWorld() || this->IsDuringRemoveFromWorld())
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return;
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if (this->HasSharedVision())
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for (SharedVisionList::const_iterator itr = this->GetSharedVisionList().begin(); itr != this->GetSharedVisionList().end(); ++itr)
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if (Player* player = (*itr))
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{
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if (player->IsOnVehicle(this) || !player->IsInWorld() || player->IsDuringRemoveFromWorld()) // players on vehicles have their own event executed (due to passenger relocation)
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continue;
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WorldObject* viewPoint = player;
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if (player->m_seer && player->m_seer->IsInWorld())
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viewPoint = player->m_seer;
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if (!viewPoint->IsPositionValid() || !player->IsPositionValid())
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continue;
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if (Unit* active = viewPoint->ToUnit())
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{
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//if (active->IsVehicle()) // always check original unit here, last notify position is not relocated
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// active = player;
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float dx = active->m_last_notify_position.GetPositionX() - active->GetPositionX();
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float dy = active->m_last_notify_position.GetPositionY() - active->GetPositionY();
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float dz = active->m_last_notify_position.GetPositionZ() - active->GetPositionZ();
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float distsq = dx * dx + dy * dy + dz * dz;
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float mindistsq = DynamicVisibilityMgr::GetReqMoveDistSq(active->FindMap()->GetEntry()->map_type);
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if (distsq < mindistsq)
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continue;
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// this will be relocated below sharedvision!
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//active->m_last_notify_position.Relocate(active->GetPositionX(), active->GetPositionY(), active->GetPositionZ());
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}
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Acore::PlayerRelocationNotifier relocateNoLarge(*player, false); // visit only objects which are not large; default distance
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Cell::VisitAllObjects(viewPoint, relocateNoLarge, player->GetSightRange() + VISIBILITY_INC_FOR_GOBJECTS);
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relocateNoLarge.SendToSelf();
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Acore::PlayerRelocationNotifier relocateLarge(*player, true); // visit only large objects; maximum distance
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Cell::VisitAllObjects(viewPoint, relocateLarge, MAX_VISIBILITY_DISTANCE);
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relocateLarge.SendToSelf();
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}
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if (Player* player = this->ToPlayer())
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{
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WorldObject* viewPoint = player;
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if (player->m_seer && player->m_seer->IsInWorld())
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viewPoint = player->m_seer;
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if (viewPoint->GetMapId() != player->GetMapId() || !viewPoint->IsPositionValid() || !player->IsPositionValid())
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return;
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if (Unit* active = viewPoint->ToUnit())
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{
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if (active->IsVehicle())
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active = player;
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if (!player->GetFarSightDistance())
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{
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float dx = active->m_last_notify_position.GetPositionX() - active->GetPositionX();
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float dy = active->m_last_notify_position.GetPositionY() - active->GetPositionY();
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float dz = active->m_last_notify_position.GetPositionZ() - active->GetPositionZ();
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float distsq = dx * dx + dy * dy + dz * dz;
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float mindistsq = DynamicVisibilityMgr::GetReqMoveDistSq(active->FindMap()->GetEntry()->map_type);
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if (distsq < mindistsq)
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return;
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active->m_last_notify_position.Relocate(active->GetPositionX(), active->GetPositionY(), active->GetPositionZ());
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}
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}
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Acore::PlayerRelocationNotifier relocateNoLarge(*player, false); // visit only objects which are not large; default distance
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Cell::VisitAllObjects(viewPoint, relocateNoLarge, player->GetSightRange() + VISIBILITY_INC_FOR_GOBJECTS);
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relocateNoLarge.SendToSelf();
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if (!player->GetFarSightDistance())
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{
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Acore::PlayerRelocationNotifier relocateLarge(*player, true); // visit only large objects; maximum distance
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Cell::VisitAllObjects(viewPoint, relocateLarge, MAX_VISIBILITY_DISTANCE);
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relocateLarge.SendToSelf();
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}
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this->AddToNotify(NOTIFY_AI_RELOCATION);
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}
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else if (Creature* unit = this->ToCreature())
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{
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if (!unit->IsPositionValid())
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return;
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float dx = unit->m_last_notify_position.GetPositionX() - unit->GetPositionX();
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float dy = unit->m_last_notify_position.GetPositionY() - unit->GetPositionY();
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float dz = unit->m_last_notify_position.GetPositionZ() - unit->GetPositionZ();
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float distsq = dx * dx + dy * dy + dz * dz;
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float mindistsq = DynamicVisibilityMgr::GetReqMoveDistSq(unit->FindMap()->GetEntry()->map_type);
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if (distsq < mindistsq)
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return;
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unit->m_last_notify_position.Relocate(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
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Acore::CreatureRelocationNotifier relocate(*unit);
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Cell::VisitAllObjects(unit, relocate, unit->GetVisibilityRange() + VISIBILITY_COMPENSATION);
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this->AddToNotify(NOTIFY_AI_RELOCATION);
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}
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}
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void Unit::ExecuteDelayedUnitAINotifyEvent()
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{
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this->RemoveFromNotify(NOTIFY_AI_RELOCATION);
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if (!this->IsInWorld() || this->IsDuringRemoveFromWorld())
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return;
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Acore::AIRelocationNotifier notifier(*this);
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float radius = 60.0f;
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Cell::VisitAllObjects(this, notifier, radius);
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}
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||||
|
||||
void Unit::SetInFront(WorldObject const* target)
|
||||
{
|
||||
if (!HasUnitState(UNIT_STATE_CANNOT_TURN))
|
||||
|
||||
@@ -2143,7 +2143,7 @@ public:
|
||||
// common function for visibility checks for player/creatures with detection code
|
||||
[[nodiscard]] uint32 GetPhaseByAuras() const;
|
||||
void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask
|
||||
void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override;
|
||||
void UpdateObjectVisibility(bool forced = true) override;
|
||||
|
||||
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
|
||||
uint32 m_lastSanctuaryTime;
|
||||
@@ -2417,14 +2417,6 @@ public:
|
||||
void AddPointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.insert(sup); }
|
||||
void RemovePointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.erase(sup); }
|
||||
static void HandleSafeUnitPointersOnDelete(Unit* thisUnit);
|
||||
// Relocation Nofier optimization
|
||||
Position m_last_notify_position;
|
||||
uint32 m_last_notify_mstime;
|
||||
uint16 m_delayed_unit_relocation_timer;
|
||||
uint16 m_delayed_unit_ai_notify_timer;
|
||||
bool bRequestForcedVisibilityUpdate;
|
||||
void ExecuteDelayedUnitRelocationEvent();
|
||||
void ExecuteDelayedUnitAINotifyEvent();
|
||||
|
||||
// cooldowns
|
||||
[[nodiscard]] virtual bool HasSpellCooldown(uint32 /*spell_id*/) const { return false; }
|
||||
|
||||
Reference in New Issue
Block a user