Core/VMaps: Fix no collision triangles

(cherry picked from commit 89d641f1e6)
This commit is contained in:
Golrag
2017-07-14 18:00:51 +02:00
committed by Shauren
parent 35bf146969
commit c46aa9d5b5
2 changed files with 4 additions and 5 deletions

View File

@@ -24,8 +24,8 @@
namespace VMAP
{
const char VMAP_MAGIC[] = "VMAP_4.8";
const char RAW_VMAP_MAGIC[] = "VMAP048"; // used in extracted vmap files with raw data
const char VMAP_MAGIC[] = "VMAP_4.9";
const char RAW_VMAP_MAGIC[] = "VMAP049"; // used in extracted vmap files with raw data
const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
// defined in VMapManager2.cpp currently...

View File

@@ -440,10 +440,9 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE* output, bool preciseVectorData)
{
// Skip no collision triangles
bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
bool isDetail = (MOPY[2 * i] & WMO_MATERIAL_DETAIL) != 0;
bool isCollision = (MOPY[2 * i] & WMO_MATERIAL_COLLISION) != 0;
bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace;
if (!isRenderFace && !isDetail && !isCollision)
if (!isCollision)
continue;
// Use this triangle