Core/Vmaps: Stop M2s from occluding for spellcast LoS

Closes #18528

(cherry-picked from 01d715eaef)
This commit is contained in:
HelloKitty
2017-01-21 14:44:31 +01:00
committed by Shauren
parent da3783876b
commit 46c69df3a7
20 changed files with 104 additions and 44 deletions

View File

@@ -31,6 +31,7 @@ namespace VMAP
{
class WorldModel;
struct AreaInfo;
enum class ModelIgnoreFlags : uint32;
}
class GameObject;
@@ -69,7 +70,7 @@ public:
bool isCollisionEnabled() const { return _collisionEnabled; }
bool isMapObject() const { return isWmo; }
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const;
bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const;
void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);