message: Use the chunk's visibility lists when respawning mobs.
diff: @@ -158,15 +158,14 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
  pkt.NPCAppearanceData = mob->appearanceData;
  - // FIXME: use the chunk's visibility list, when that becomes a thing
  - for (auto& pair : PlayerManager::players) {
  - Player *plr = pair.second.plr;
  + auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
  + auto chunks = ChunkManager::grabChunks(chunk);
  - int diffX = abs(plr->x - mob->appearanceData.iX);
  - int diffY = abs(plr->y - mob->appearanceData.iY);
  -
  - if (diffX < settings::PLAYERDISTANCE && diffY < settings::PLAYERDISTANCE)
  - pair.first->sendPacket(&pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
  + // notify all nearby players
  + for (Chunk *chunk : chunks) {
  + for (CNSocket *s : chunk->players) {
  + s->sendPacket(&pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
  + }
  }
  }
  