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*Make sure that any aura (in case of aura remove linked auras for example) won't survive Unit::RemoveAllAuras.
--HG-- branch : trunk
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@@ -179,4 +179,4 @@ bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) con
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{
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return IsInWorld() && u->IsInWorld()
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&& (IsWithinDistInMap(u->m_seer,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false));
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}
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}
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