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author | Shauren <shauren.trinity@gmail.com> | 2018-03-28 22:01:22 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2020-06-27 20:23:30 +0200 |
commit | 0468c70dfe91794ad272594323dd7feb611d0a93 (patch) | |
tree | bb623c775fe215e4c0867fb2efa4bda0b360f7ec /src/common/Collision/DynamicTree.h | |
parent | 54c701cf0db81c0062e8c5020e07db18984d0ffa (diff) |
Core/Maps: Implemented getting area id from gameobject spawns
Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
(cherry picked from commit 42f9deb21ec68e169f7ed1c8cf14092f144b22da)
Diffstat (limited to 'src/common/Collision/DynamicTree.h')
-rw-r--r-- | src/common/Collision/DynamicTree.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/common/Collision/DynamicTree.h b/src/common/Collision/DynamicTree.h index 8f2729cb76a..a890f828b96 100644 --- a/src/common/Collision/DynamicTree.h +++ b/src/common/Collision/DynamicTree.h @@ -30,6 +30,11 @@ namespace G3D class GameObjectModel; struct DynTreeImpl; +namespace VMAP +{ + struct AreaAndLiquidData; +} + class TC_COMMON_API DynamicMapTree { DynTreeImpl *impl; @@ -44,6 +49,8 @@ public: bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const; + bool getAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const; + void getAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const; bool getObjectHitPos(uint32 phasemask, const G3D::Vector3& pPos1, const G3D::Vector3& pPos2, G3D::Vector3& pResultHitPos, |