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fix(Core/GridNotifiers): increased visibility for large creatures, part 2 (#2378)
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@@ -23040,9 +23040,12 @@ void Player::UpdateObjectVisibility(bool forced, bool fromUpdate)
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void Player::UpdateVisibilityForPlayer(bool mapChange)
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{
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Trinity::VisibleNotifier notifier(*this, mapChange);
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m_seer->VisitNearbyObject(GetSightRange()+VISIBILITY_INC_FOR_GOBJECTS, notifier);
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notifier.SendToSelf();
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Trinity::VisibleNotifier notifierNoLarge(*this, mapChange, false); // visit only objects which are not large; default distance
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m_seer->VisitNearbyObject(GetSightRange()+VISIBILITY_INC_FOR_GOBJECTS, notifierNoLarge);
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notifierNoLarge.SendToSelf();
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Trinity::VisibleNotifier notifierLarge(*this, mapChange, true); // visit only large objects; maximum distance
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m_seer->VisitNearbyObject(MAX_VISIBILITY_DISTANCE, notifierLarge);
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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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