fix(Core/Visibility): notify AI of nearby creatures immediately if forced update object visibility is called (#7274)
- Closes #7126
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@@ -18330,14 +18330,9 @@ void Unit::UpdateObjectVisibility(bool forced, bool /*fromUpdate*/)
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else
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else
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{
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{
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WorldObject::UpdateObjectVisibility(true);
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WorldObject::UpdateObjectVisibility(true);
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Acore::AIRelocationNotifier notifier(*this);
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// pussywizard: generally this is not needed here, delayed notifier will handle this, call only for pets
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float radius = 60.0f;
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if ((IsGuardian() || IsPet()) && GetOwnerGUID().IsPlayer())
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Cell::VisitAllObjects(this, notifier, radius);
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{
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Acore::AIRelocationNotifier notifier(*this);
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float radius = 60.0f;
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Cell::VisitAllObjects(this, notifier, radius);
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}
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}
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}
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}
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}
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