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https://github.com/TrinityCore/TrinityCore.git
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Core/VMaps: Fix LoS in Strand of the Ancients
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@@ -25,8 +25,8 @@
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namespace VMAP
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{
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const char VMAP_MAGIC[] = "VMAP_4.4";
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const char RAW_VMAP_MAGIC[] = "VMAP044"; // used in extracted vmap files with raw data
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const char VMAP_MAGIC[] = "VMAP_4.5";
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const char RAW_VMAP_MAGIC[] = "VMAP045"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
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// defined in TileAssembler.cpp currently...
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@@ -109,7 +109,7 @@ struct MapLoadInfo
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//static const char * szWorkDirMaps = ".\\Maps";
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const char* szWorkDirWmo = "./Buildings";
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const char* szRawVMAPMagic = "VMAP044";
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const char* szRawVMAPMagic = "VMAP045";
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#define CASC_LOCALES_COUNT 17
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char const* CascLocaleNames[CASC_LOCALES_COUNT] =
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@@ -377,9 +377,13 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE *output, WMORoot *rootWMO, bool precise
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for (int i=0; i<nTriangles; ++i)
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{
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// Skip no collision triangles
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if (MOPY[2*i]&WMO_MATERIAL_NO_COLLISION ||
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!(MOPY[2*i]&(WMO_MATERIAL_HINT|WMO_MATERIAL_COLLIDE_HIT)) )
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bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
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bool isDetail = (MOPY[2 * i] & WMO_MATERIAL_DETAIL) != 0;
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bool isCollision = (MOPY[2 * i] & WMO_MATERIAL_COLLISION) != 0;
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if (!isRenderFace && !isDetail && !isCollision)
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continue;
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// Use this triangle
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for (int j=0; j<3; ++j)
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{
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@@ -511,7 +515,7 @@ WMOGroup::~WMOGroup()
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}
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WMOInstance::WMOInstance(CASCFile& f, char const* WmoInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE* pDirfile)
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: currx(0), curry(0), wmo(NULL), doodadset(0), pos(), indx(0), id(0), d2(0), d3(0)
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: currx(0), curry(0), wmo(NULL), doodadset(0), pos(), indx(0), id(0)
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{
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float ff[3];
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f.read(&id, 4);
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@@ -520,15 +524,25 @@ WMOInstance::WMOInstance(CASCFile& f, char const* WmoInstName, uint32 mapID, uin
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f.read(ff,12);
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rot = Vec3D(ff[0],ff[1],ff[2]);
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f.read(ff,12);
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pos2 = Vec3D(ff[0],ff[1],ff[2]);
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pos2 = Vec3D(ff[0],ff[1],ff[2]); // bounding box corners
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f.read(ff,12);
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pos3 = Vec3D(ff[0],ff[1],ff[2]);
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f.read(&d2,4);
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pos3 = Vec3D(ff[0],ff[1],ff[2]); // bounding box corners
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uint16 fflags;
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f.read(&fflags, 2);
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uint16 doodadSet;
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f.read(&doodadSet, 2);
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uint16 trash,adtId;
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f.read(&adtId,2);
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f.read(&trash,2);
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// destructible wmo, do not dump. we can handle the vmap for these
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// in dynamic tree (gameobject vmaps)
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if ((fflags & 0x01) != 0)
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return;
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//-----------add_in _dir_file----------------
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char tempname[512];
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@@ -28,13 +28,17 @@
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#include "cascfile.h"
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// MOPY flags
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#define WMO_MATERIAL_NOCAMCOLLIDE 0x01
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#define WMO_MATERIAL_DETAIL 0x02
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#define WMO_MATERIAL_NO_COLLISION 0x04
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#define WMO_MATERIAL_HINT 0x08
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#define WMO_MATERIAL_RENDER 0x10
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#define WMO_MATERIAL_COLLIDE_HIT 0x20
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#define WMO_MATERIAL_WALL_SURFACE 0x40
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enum MopyFlags
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{
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WMO_MATERIAL_UNK01 = 0x01,
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WMO_MATERIAL_NOCAMCOLLIDE = 0x02,
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WMO_MATERIAL_DETAIL = 0x04,
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WMO_MATERIAL_COLLISION = 0x08,
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WMO_MATERIAL_HINT = 0x10,
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WMO_MATERIAL_RENDER = 0x20,
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WMO_MATERIAL_WALL_SURFACE = 0x40, // Guessed
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WMO_MATERIAL_COLLIDE_HIT = 0x80
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};
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class WMOInstance;
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class WMOManager;
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@@ -132,7 +136,7 @@ public:
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int doodadset;
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Vec3D pos;
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Vec3D pos2, pos3, rot;
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uint32 indx, id, d2, d3;
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uint32 indx, id;
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WMOInstance(CASCFile&f , char const* WmoInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE* pDirfile);
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};
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