Core/Vmaps: Stop M2s from occluding for spellcast LoS

Closes #18528
This commit is contained in:
HelloKitty
2017-01-21 14:44:31 +01:00
committed by Shauren
parent 998efa55d8
commit 01d715eaef
19 changed files with 108 additions and 48 deletions

View File

@@ -26,6 +26,7 @@
#include "Timer.h"
#include "GameObjectModel.h"
#include "ModelInstance.h"
#include "ModelIgnoreFlags.h"
#include <G3D/AABox.h>
#include <G3D/Ray.h>
@@ -151,7 +152,7 @@ struct DynamicTreeIntersectionCallback
DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
{
did_hit = obj.intersectRay(r, distance, true, phase_mask);
did_hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
return did_hit;
}
bool didHit() const { return did_hit;}
@@ -168,7 +169,7 @@ struct DynamicTreeIntersectionCallback_WithLogger
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
{
TC_LOG_DEBUG("maps", "testing intersection with %s", obj.name.c_str());
bool hit = obj.intersectRay(r, distance, true, phase_mask);
bool hit = obj.intersectRay(r, distance, true, phase_mask, VMAP::ModelIgnoreFlags::Nothing);
if (hit)
{
did_hit = true;