Core/Phases: Preliminary work with correctly implementing the phase system in 4.3.4

Put here for peer review.
This commit is contained in:
Subv committed 2014-06-01 22:27:29 -05:00
1 parent 6bc62d730e
commit 48ec2df81f
40 files changed
+436 -863

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@@ -258,7 +258,7 @@ void MessageDistDeliverer::Visit(PlayerMapType &m)
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Player* target = iter->GetSource();
if (!target->InSamePhase(i_phaseMask))
if (!target->IsInPhase(i_source))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)
@@ -283,7 +283,7 @@ void MessageDistDeliverer::Visit(CreatureMapType &m)
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* target = iter->GetSource();
if (!target->InSamePhase(i_phaseMask))
if (!target->IsInPhase(i_source))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)
@@ -305,7 +305,7 @@ void MessageDistDeliverer::Visit(DynamicObjectMapType &m)
for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
DynamicObject* target = iter->GetSource();
if (!target->InSamePhase(i_phaseMask))
if (!target->IsInPhase(i_source))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)