The following stealth changes are implemented.
- Combat no longer removes stealth, only damage does - Creatures will pursue a stealthed unit they cannot see if they're already in combat with them - When a player is ~~3 yards~~ 8% + 1.5 yards away from the usual stealth detection distance, the creature will perform the "alerted" effect. - When sitting/sleeping creatures are distracted or alerted, they will stand up - Idle movement creatures will return to their original (spawn) orientation after distract/alert - When entering combat with a distracted/alerted creature, distract state is removed - NPC no longer have a limit to stealth visibility (granted by stealth modifier spells/buffs) - If alert visibility is greater than aggro range, no alert sent
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@@ -288,6 +288,28 @@ Unit::~Unit()
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ASSERT(m_dynObj.empty());
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}
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// Check if unit in combat with specific unit
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bool Unit::IsInCombatWith(Unit const* who) const
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{
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// Check target exists
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if (!who)
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return false;
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// Search in threat list
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ObjectGuid guid = who->GetGUID();
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for (ThreatContainer::StorageType::const_iterator i = m_ThreatManager.getThreatList().begin(); i != m_ThreatManager.getThreatList().end(); ++i)
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{
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HostileReference* ref = (*i);
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// Return true if the unit matches
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if (ref && ref->getUnitGuid() == guid)
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return true;
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}
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// Nothing found, false.
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return false;
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}
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void Unit::Update(uint32 p_time)
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{
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// WARNING! Order of execution here is important, do not change.
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@@ -11885,8 +11907,8 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
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if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
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return false;
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// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit.
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if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())))
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// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
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if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea()) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
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return false;
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// can't attack dead
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