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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(tools/vmap4_extractor) Add detection of collision-only material IDs (#20822)
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@@ -395,8 +395,10 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE* output, bool preciseVectorData)
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for (int i = 0; i < nTriangles; ++i)
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for (int i = 0; i < nTriangles; ++i)
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{
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{
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// Skip no collision triangles
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// Skip no collision triangles
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// TODO: Update to use MOBR in the future to catch any possibly missed edge cases
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bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
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bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
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bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace;
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bool isCollisionOnlyFace = static_cast<unsigned char>(MOPY[(2 * i) + 1]) == 0xFF; // 255 is a collision-only material id
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bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace || isCollisionOnlyFace;
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if (!isCollision)
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if (!isCollision)
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continue;
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continue;
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// Use this triangle
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// Use this triangle
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