feat(Core/Maps): Remove worldobject container switch functionality (#22586)
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@@ -296,7 +296,6 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
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ResetLootMode(); // restore default loot mode
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TriggerJustRespawned = false;
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m_isTempWorldObject = false;
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_focusSpell = nullptr;
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m_respawnedTime = time_t(0);
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@@ -376,8 +376,6 @@ public:
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float m_SightDistance, m_CombatDistance;
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bool m_isTempWorldObject; //true when possessed
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// Handling caster facing during spellcast
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void SetTarget(ObjectGuid guid = ObjectGuid::Empty) override;
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void ClearTarget() { SetTarget(); };
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@@ -1072,25 +1072,6 @@ void WorldObject::Update(uint32 diff)
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sScriptMgr->OnWorldObjectUpdate(this, diff);
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}
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void WorldObject::SetWorldObject(bool on)
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{
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if (!IsInWorld())
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return;
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GetMap()->AddObjectToSwitchList(this, on);
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}
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bool WorldObject::IsWorldObject() const
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{
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if (m_isWorldObject)
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return true;
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if (ToCreature() && ToCreature()->m_isTempWorldObject)
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return true;
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return false;
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}
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void WorldObject::setActive(bool on)
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{
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if (m_isActive == on)
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@@ -635,9 +635,7 @@ public:
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[[nodiscard]] bool IsFarVisible() const { return m_isFarVisible; }
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[[nodiscard]] bool IsVisibilityOverridden() const { return m_visibilityDistanceOverride.has_value(); }
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void SetVisibilityDistanceOverride(VisibilityDistanceType type);
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void SetWorldObject(bool apply);
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[[nodiscard]] bool IsPermanentWorldObject() const { return m_isWorldObject; }
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[[nodiscard]] bool IsWorldObject() const;
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[[nodiscard]] bool IsWorldObject() const { return m_isWorldObject; }
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[[nodiscard]] bool IsInWintergrasp() const
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{
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@@ -11212,10 +11212,8 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
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void Unit::AddPlayerToVision(Player* player)
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{
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if (m_sharedVision.empty())
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{
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setActive(true);
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SetWorldObject(true);
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}
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m_sharedVision.push_back(player);
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player->m_isInSharedVisionOf.insert(this);
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}
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@@ -11225,11 +11223,10 @@ void Unit::RemovePlayerFromVision(Player* player)
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{
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m_sharedVision.remove(player);
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player->m_isInSharedVisionOf.erase(this);
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/// @todo: This isn't right, if a previously active object was set to active with e.g. Mind Vision this will make them no longer active
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if (m_sharedVision.empty())
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{
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setActive(false);
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SetWorldObject(false);
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}
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}
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void Unit::RemoveBindSightAuras()
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