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Core/vmaps: Removed vmap lookup functions duplicating functionality of each other
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@@ -186,33 +186,6 @@ bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool sto
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return hit;
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}
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void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const
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{
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if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
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return;
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if (!owner->IsInPhase(phaseShift))
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return;
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if (!iBound.contains(point))
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return;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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info.adtId = owner->GetNameSetId();
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}
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}
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}
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bool GameObjectModel::GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, PhaseShift const& phaseShift) const
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{
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if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
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