Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4
Put here for peer review.
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@@ -258,7 +258,7 @@ void MessageDistDeliverer::Visit(PlayerMapType &m)
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* target = iter->GetSource();
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if (!target->InSamePhase(i_phaseMask))
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if (!target->IsInPhase(i_source))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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@@ -283,7 +283,7 @@ void MessageDistDeliverer::Visit(CreatureMapType &m)
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature* target = iter->GetSource();
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if (!target->InSamePhase(i_phaseMask))
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if (!target->IsInPhase(i_source))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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@@ -305,7 +305,7 @@ void MessageDistDeliverer::Visit(DynamicObjectMapType &m)
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for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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DynamicObject* target = iter->GetSource();
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if (!target->InSamePhase(i_phaseMask))
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if (!target->IsInPhase(i_source))
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continue;
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if (target->GetExactDist2dSq(i_source) > i_distSq)
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