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fix(Core/Spells): Improvements to Far Sight spell: (#11683)
* fix(Core/Spells): Improvements to Far Sight spell: Far Sight should not interrupt while casting another spell. Corrected setting Far Sight object as an active object. Fixed grid activation range for active dynamic objects. When Far Sight is over, the camera be reset to player. Enable swapping camera between Far Sight and Sentry Totem. Fixes #6368 * Update. * Update.
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@@ -1225,14 +1225,37 @@ void WorldSession::HandleFarSightOpcode(WorldPacket& recvData)
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if (WorldObject* target = _player->GetViewpoint())
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_player->SetSeer(target);
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else
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{
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LOG_DEBUG("network.opcode", "Player {} requests non-existing seer {}", _player->GetName(), _player->GetGuidValue(PLAYER_FARSIGHT).ToString());
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}
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}
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else
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{
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LOG_DEBUG("network", "Player {} set vision to self", _player->GetGUID().ToString());
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_player->SetSeer(_player);
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WorldObject* newFarsightobject = nullptr;
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if (WorldObject* viewpoint = _player->GetViewpoint())
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{
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if (DynamicObject* viewpointDynamicObject = viewpoint->ToDynObject())
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{
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newFarsightobject = ObjectAccessor::GetUnit(*viewpointDynamicObject, viewpointDynamicObject->GetOldFarsightGUID());
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}
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else if (DynamicObject* viewpointDynamicObject = _player->GetDynObject(_player->GetUInt32Value(UNIT_CHANNEL_SPELL)))
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{
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if (viewpointDynamicObject->IsViewpoint() && viewpointDynamicObject->GetCasterGUID() == _player->GetGUID())
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{
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newFarsightobject = viewpointDynamicObject;
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}
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}
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}
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if (newFarsightobject)
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{
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LOG_DEBUG("network", "Player {} set vision to old farsight {}", _player->GetGUID().ToString(), newFarsightobject->GetGUID().ToString());
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_player->SetViewpoint(_player->GetViewpoint(), false);
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_player->SetViewpoint(newFarsightobject, true);
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}
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else
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{
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LOG_DEBUG("network", "Player {} set vision to self", _player->GetGUID().ToString());
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_player->SetSeer(_player);
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}
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}
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GetPlayer()->UpdateVisibilityForPlayer();
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