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Core/Vmaps: Stop M2s from occluding for spellcast LoS
Closes #18528
(cherry-picked from 01d715eaef)
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@@ -31,6 +31,7 @@ namespace VMAP
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{
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class WorldModel;
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struct AreaInfo;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObject;
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@@ -69,7 +70,7 @@ public:
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bool isCollisionEnabled() const { return _collisionEnabled; }
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bool isMapObject() const { return isWmo; }
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bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const;
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bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift, VMAP::ModelIgnoreFlags ignoreFlags) const;
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void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
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static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
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