Core/GameObjects: Implemented per player gameobject state and visibility for looted non-consumable chests
Port From (https://github.com/TrinityCore/TrinityCore/commit/879c0cccfcb9224f9e15cbed926c57a4e010a070)
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@@ -1218,7 +1218,7 @@ namespace Game.Entities
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return false;
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}
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if (obj.IsInvisibleDueToDespawn())
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if (obj.IsInvisibleDueToDespawn(this))
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return false;
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if (!CanDetect(obj, ignoreStealth, checkAlert))
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@@ -3038,7 +3038,7 @@ namespace Game.Entities
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public virtual bool IsNeverVisibleFor(WorldObject seer) { return !IsInWorld || IsDestroyedObject(); }
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public virtual bool IsAlwaysVisibleFor(WorldObject seer) { return false; }
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public virtual bool IsInvisibleDueToDespawn() { return false; }
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public virtual bool IsInvisibleDueToDespawn(WorldObject seer) { return false; }
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public virtual bool IsAlwaysDetectableFor(WorldObject seer) { return false; }
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public virtual bool LoadFromDB(ulong spawnId, Map map, bool addToMap, bool allowDuplicate) { return true; }
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