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fix(Core/GridNotifiers): increased visibility for large creatures, part 2 (#2378)
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@@ -32,9 +32,10 @@ namespace Trinity
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Player::ClientGUIDs vis_guids;
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std::vector<Unit*> &i_visibleNow;
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bool i_gobjOnly;
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bool i_largeOnly;
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UpdateData i_data;
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VisibleNotifier(Player &player, bool gobjOnly) : i_player(player), vis_guids(player.m_clientGUIDs), i_visibleNow(player.m_newVisible), i_gobjOnly(gobjOnly)
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VisibleNotifier(Player &player, bool gobjOnly, bool largeOnly) : i_player(player), vis_guids(player.m_clientGUIDs), i_visibleNow(player.m_newVisible), i_gobjOnly(gobjOnly), i_largeOnly(largeOnly)
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{
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i_visibleNow.clear();
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}
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@@ -57,7 +58,7 @@ namespace Trinity
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struct PlayerRelocationNotifier : public VisibleNotifier
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{
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PlayerRelocationNotifier(Player &player) : VisibleNotifier(player, false) {}
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PlayerRelocationNotifier(Player &player, bool largeOnly) : VisibleNotifier(player, false, largeOnly) {}
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template<class T> void Visit(GridRefManager<T> &m) { VisibleNotifier::Visit(m); }
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void Visit(PlayerMapType &);
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