[Core/Maps] Activate creatures and objects during opening cinematics

As well as other flyby cameras (like sunwell etc)

Requires re-running map extractor to extract camera m2 files from data
files. These are very small.
This commit is contained in:
r00ty-tc committed 2016-05-18 21:31:07 +01:00
1 parent aec309a533
commit 527654b512
18 files changed
+859 -12

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+11 -3
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@@ -709,6 +709,15 @@ void Map::Update(const uint32 t_diff)
VisitNearbyCellsOf(player, grid_object_update, world_object_update);
// If player is using far sight, visit that object too
if (WorldObject* viewPoint = player->GetViewpoint())
{
if (Creature* viewCreature = viewPoint->ToCreature())
VisitNearbyCellsOf(viewCreature, grid_object_update, world_object_update);
else if (DynamicObject* viewObject = viewPoint->ToDynObject())
VisitNearbyCellsOf(viewObject, grid_object_update, world_object_update);
}
// Handle updates for creatures in combat with player and are more than 60 yards away
if (player->IsInCombat())
{
@@ -2570,9 +2579,8 @@ void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpa
cell.SetNoCreate();
TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier);
cell.Visit(cellpair, world_notifier, *this, *player, player->GetSightRange());
cell.Visit(cellpair, grid_notifier, *this, *player, player->GetSightRange());
cell.Visit(cellpair, world_notifier, *this, *player->m_seer, player->GetSightRange());
cell.Visit(cellpair, grid_notifier, *this, *player->m_seer, player->GetSightRange());
// send data
notifier.SendToSelf();
}