Fixes alot of little errors.
This commit is contained in:
@@ -275,7 +275,7 @@ namespace Game.Maps
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Creature creature = objs[i];
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CreatureUnitRelocationWorker(i_creature, creature);
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if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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CreatureUnitRelocationWorker(creature, i_creature);
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}
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}
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@@ -318,7 +318,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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if (!creature.IsNeedNotify(NotifyFlags.VisibilityChanged))
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continue;
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CreatureRelocationNotifier relocate = new(creature);
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@@ -450,7 +450,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if ((!required3dDist ? creature.GetExactDist2dSq(i_source) : creature.GetExactDistSq(i_source)) > i_distSq)
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@@ -545,7 +545,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (creature.GetExactDist2dSq(i_source) > i_distSq)
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@@ -850,7 +850,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.GetSharedVisionList().Empty())
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if (!creature.GetSharedVisionList().Empty())
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{
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foreach (var visionPlayer in creature.GetSharedVisionList())
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BuildPacket(visionPlayer);
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@@ -1070,7 +1070,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1253,7 +1253,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1585,7 +1585,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1629,7 +1629,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1697,7 +1697,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1728,7 +1728,7 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.InSamePhase(i_phaseShift))
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if (!creature.InSamePhase(i_phaseShift))
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continue;
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if (i_check.Invoke(creature))
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@@ -1193,7 +1193,7 @@ namespace Game.Maps
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{
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// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
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// creature coordinates will be updated and notifiers send
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if (CreatureRespawnRelocation(creature, false))
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if (!CreatureRespawnRelocation(creature, false))
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{
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// ... or unload (if respawn grid also not loaded)
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//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
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