Fix Map::GetWaterOrGroundLevel() checking dynamic object only in phase 1 instead of current Unit phase.
Improve DynamicMapTree::getHeight() dynamic object check by casting the ray at +0.5f from the passed Z coordinate, this value will be tuned to improve even more the results.
(cherry picked from commit 1347d7cf7a)
Instances have since MoP (Possibly even Cataclysm) been able to set new locations for players when they zone into the instance.
A theoretic example of this could be after a certain boss has been defeated, a new entrance location is set to bring players entering the instance closer to the relevant content.
A real example would be Siege of Orgrimmar changing entrance locations many times as the raid progresses.
Added SetEntranceLocation for setting entrance locations that will be saved to DB the next time the instance is saved, and SetTemporaryEntranceLocation for when you don't want the value to be saved to the database.
Closes#17167
* Extracted base CriteriaHandler class that deals with criteria only and will be reused for future scenario implementation
* Fixed players earning guild achievements
This seems entirely wrong to discount the returned map height if we're
already below it. In many cases this is exactly why we want the height!
(cherry picked from commit 10550fe8cf)
- Option to preload basemaps upon server load (BaseMapLoadAllGrids)
- Option to preload instance maps upon map load (InstanceMapLoadAllGrids)
- Change default logging to only log mmap errors to server log
- Add new public to map to load all cells in map
- change debug loadcells to use new function instead
(cherry picked from commit 971f4ccab8)
/TrinityCore/src/server/game/Maps/Map.cpp:2448:22: fatal error:
variable 'areaId' is used uninitialized whenever 'if' condition is false
[-Wsometimes-uninitialized]
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
* This fixes the height at which player is instantly killed when falling from The Frozen Throne
* Set PLAYER_FLAGS_IS_OUT_OF_BOUNDS on players under the map to enable release spirit button while still falling
Note: Extracting new maps is required
* Updated segment distance calculations - now selected path fully matches clientside preview
* Fixed building sOldContinentsNodesMask to also include any new taxi node added in future
* Implemented filtering possible hops when searching for shortest path by faction (and in future PlayerCondition)
* Changed ObjectMgr::GetNearestTaxiNode to filter faction nodes by flags instead of mount display
flight masters along the way, not directly through them
* Taxi cost on multi-segment paths is now charged per segment when it is started
Cherry-picked from commit 2056961aae (+fixes)