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Core/VMaps: Fix no collision triangles
(cherry picked from commit 89d641f1e6)
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@@ -24,8 +24,8 @@
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namespace VMAP
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{
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const char VMAP_MAGIC[] = "VMAP_4.8";
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const char RAW_VMAP_MAGIC[] = "VMAP048"; // used in extracted vmap files with raw data
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const char VMAP_MAGIC[] = "VMAP_4.9";
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const char RAW_VMAP_MAGIC[] = "VMAP049"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
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// defined in VMapManager2.cpp currently...
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@@ -440,10 +440,9 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE* output, bool preciseVectorData)
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{
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// Skip no collision triangles
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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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bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace;
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if (!isRenderFace && !isDetail && !isCollision)
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if (!isCollision)
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continue;
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// Use this triangle
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