Core/GameObjects: Implemented per player gameobject state and visibility for looted non-consumable chests

Port From (https://github.com/TrinityCore/TrinityCore/commit/879c0cccfcb9224f9e15cbed926c57a4e010a070)
This commit is contained in:
hondacrx
2022-10-21 17:34:52 -04:00
parent cf7c183a51
commit 0b2621b348
6 changed files with 135 additions and 9 deletions
+2 -2
View File
@@ -1218,7 +1218,7 @@ namespace Game.Entities
return false;
}
if (obj.IsInvisibleDueToDespawn())
if (obj.IsInvisibleDueToDespawn(this))
return false;
if (!CanDetect(obj, ignoreStealth, checkAlert))
@@ -3038,7 +3038,7 @@ namespace Game.Entities
public virtual bool IsNeverVisibleFor(WorldObject seer) { return !IsInWorld || IsDestroyedObject(); }
public virtual bool IsAlwaysVisibleFor(WorldObject seer) { return false; }
public virtual bool IsInvisibleDueToDespawn() { return false; }
public virtual bool IsInvisibleDueToDespawn(WorldObject seer) { return false; }
public virtual bool IsAlwaysDetectableFor(WorldObject seer) { return false; }
public virtual bool LoadFromDB(ulong spawnId, Map map, bool addToMap, bool allowDuplicate) { return true; }