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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -15,6 +15,11 @@ namespace G3D
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class Vector3;
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}
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namespace VMAP
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{
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struct AreaAndLiquidData;
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}
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class GameObjectModel;
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struct DynTreeImpl;
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@@ -32,6 +37,9 @@ public:
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bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const;
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bool GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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void GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
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bool GetObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1,
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const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos,
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float pModifyDist) const;
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