public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { obj.CleanupsBeforeDelete(); } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { vis_guids.Remove(obj.GetGUID()); i_player.UpdateVisibilityOf(obj, ref i_data, ref i_visibleNow); } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { if (obj is Creature) { Visit((Creature)obj); } } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs.ToList()) { if (obj.IsInWorld) { obj.Update(i_timeDiff); } } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { switch (type) { case NotifierObjectType.Grid: VisitGameObjects(ref objs); VisitCreatures(ref objs); break; case NotifierObjectType.Object: VisitCorpses(ref objs); break; } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { // if option set then object already saved at this moment //if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) //obj.SaveRespawnTime(); //Some creatures may summon other temp summons in CleanupsBeforeDelete() //So we need this even after cleaner (maybe we can remove cleaner) //Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted //TODO: Check if that script has the correct logic. Do we really need to summons something before deleting? obj.CleanupsBeforeDelete(); } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { if (obj.GetTypeId() == ObjectType.Player) { Visit((Player)obj); } else if (obj is Creature) { Visit((Creature)obj); } } }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { foreach (var obj in objs) { if (obj is Player) { Visit((Player)obj); } else if (obj is Creature) { Visit((Creature)obj); } else if (obj is DynamicObject) { Visit((DynamicObject)obj); } } }
public void SetNotifierType(NotifierObjectType _type) { m_type = _type; }
public Visitor(T notifier, NotifierObjectType _type) { m_notifier = notifier; SetNotifierType(_type); }
public override void Visit(ref List <WorldObject> objs, NotifierObjectType type) { resetNotify(objs); }
public abstract void Visit(ref List <WorldObject> objs, NotifierObjectType type);