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authorShauren <shauren.trinity@gmail.com>2012-03-07 13:09:35 +0100
committerShauren <shauren.trinity@gmail.com>2012-03-07 13:09:35 +0100
commite5d23103f37c40d2e946fa0e2db66d2f527ad9af (patch)
tree4970c3f8fcb3e39bd433084113e7653739e3f5b9 /src/server/collision/VMapDefinitions.h
parent9f93681625f16b4a118df755eccb8ac80f713c16 (diff)
Core/Maps
* Corrected liquid type extraction in maps - MCLQ chunk must be parsed together with MH2O (they stack) * Fixed liquid detection in WMO objects * Implemented LiquidType.dbc use, players will now get proper auras in special liquids * Turned off slime damage by default (Naxxramas uses periodic damage aura for this purpose) * Implemented liquid type overrides basing on area/zone * Renamed final temp_gameobject_models to GameObjectModels.dtree (the temporary one produced by vmap extractor remains unaffected) Note: Map and Vmap re-extraction is required
Diffstat (limited to 'src/server/collision/VMapDefinitions.h')
-rw-r--r--src/server/collision/VMapDefinitions.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/collision/VMapDefinitions.h b/src/server/collision/VMapDefinitions.h
index 72a62807b4c..cc796d96dd5 100644
--- a/src/server/collision/VMapDefinitions.h
+++ b/src/server/collision/VMapDefinitions.h
@@ -24,9 +24,9 @@
namespace VMAP
{
- const char VMAP_MAGIC[] = "VMAP_4.0";
- const char RAW_VMAP_MAGIC[] = "VMAP004"; // used in extracted vmap files with raw data
- const char GAMEOBJECT_MODELS[] = "temp_gameobject_models";
+ const char VMAP_MAGIC[] = "VMAP_4.1";
+ const char RAW_VMAP_MAGIC[] = "VMAP041"; // used in extracted vmap files with raw data
+ const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
// defined in TileAssembler.cpp currently...
bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len);