[DiscordArchive] that is why PhaseMask was used?
[DiscordArchive] that is why PhaseMask was used?
Archived author: MR.MUSTACHE • Posted: 2019-06-14T12:46:36.012000+00:00
Original source
well usually the battles are stored in
```
std::map <uint32, std::list<ObjectGuid>> m_Players;
```
Archived author: MR.MUSTACHE • Posted: 2019-06-14T12:47:00.705000+00:00
Original source
gridnotifier is what controls who sees who?
Archived author: MR.MUSTACHE • Posted: 2019-06-14T12:47:36.428000+00:00
Original source
I can use the uint32 value as BattleId, will gridnotifiers allow me to make them only see eachother?
Archived author: Jamey • Posted: 2019-06-14T12:52:19.622000+00:00
Original source
yes
Archived author: Jamey • Posted: 2019-06-14T12:52:21.899000+00:00
Original source
visibilenotifier
Archived author: Jamey • Posted: 2019-06-14T12:52:25.407000+00:00
Original source
or visibilitynotifier
Archived author: Jamey • Posted: 2019-06-14T12:52:29.178000+00:00
Original source
something like that
et<Unit*> i_visibleNow;Archived author: MR.MUSTACHE • Posted: 2019-06-14T12:53:48.051000+00:00
Original source
```
struct TC_GAME_API VisibleNotifier
{
Player &i_player;
UpdateData i_data;
std:
et<Unit*> i_visibleNow;
GuidUnorderedSet vis_guids;
VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) { }
template<class T> void Visit(GridRefManager<T> &m);
void SendToSelf(void);
};
```
et<Unit*> i_visibleNow; will be the rest of the players(and their pets if any) from the list, right?
Archived author: MR.MUSTACHE • Posted: 2019-06-14T12:54:31.721000+00:00
Original source
I guess the i_player will be the player that I am currently pointing to, and std:
et<Unit*> i_visibleNow; will be the rest of the players(and their pets if any) from the list, right?
Archived author: Jamey • Posted: 2019-06-14T12:55:54.963000+00:00
Original source
Check Visit, that should add or remove