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So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff. And remove the hack from Sapphiron because I could.
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@@ -2713,10 +2713,15 @@ float Map::GetWaterLevel(float x, float y) const
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return 0;
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}
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bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
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bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags)
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&& _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
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if ((checks & LINEOFSIGHT_CHECK_VMAP)
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&& !VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags))
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return false;
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if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT)
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&& !_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask))
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return false;
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return true;
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}
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bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
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