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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12 changed files with 127 additions and 39 deletions
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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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MAX_VISIBILITY_DISTANCE
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VISIBILITY_DISTANCE_INFINITE
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};
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Object::Object() : m_PackGUID(sizeof(uint64) + 1)
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@ -1631,7 +1631,7 @@ float WorldObject::GetGridActivationRange() const
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{
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return ToCreature()->m_SightDistance;
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}
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else if (GetTypeId() == TYPEID_GAMEOBJECT && ToGameObject()->IsTransport() && isActiveObject())
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else if (((GetTypeId() == TYPEID_GAMEOBJECT && ToGameObject()->IsTransport()) || GetTypeId() == TYPEID_DYNAMICOBJECT) && isActiveObject())
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{
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return GetMap()->GetVisibilityRange();
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}
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@ -1643,7 +1643,7 @@ float WorldObject::GetVisibilityRange() const
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{
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if (IsVisibilityOverridden() && GetTypeId() == TYPEID_UNIT)
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{
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return MAX_VISIBILITY_DISTANCE;
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return *m_visibilityDistanceOverride;
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}
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else if (GetTypeId() == TYPEID_GAMEOBJECT)
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{
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@ -1654,7 +1654,7 @@ float WorldObject::GetVisibilityRange() const
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}
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else if (IsVisibilityOverridden())
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{
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return MAX_VISIBILITY_DISTANCE;
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return *m_visibilityDistanceOverride;
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}
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else
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{
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@ -1676,7 +1676,7 @@ float WorldObject::GetSightRange(WorldObject const* target) const
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{
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if (target->IsVisibilityOverridden() && target->GetTypeId() == TYPEID_UNIT)
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{
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return MAX_VISIBILITY_DISTANCE;
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return *target->m_visibilityDistanceOverride;
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}
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else if (target->GetTypeId() == TYPEID_GAMEOBJECT)
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{
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@ -1686,7 +1686,7 @@ float WorldObject::GetSightRange(WorldObject const* target) const
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}
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else if (target->IsVisibilityOverridden())
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{
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return MAX_VISIBILITY_DISTANCE;
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return *target->m_visibilityDistanceOverride;
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}
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else if (ToPlayer()->GetCinematicMgr()->IsOnCinematic())
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{
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