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authorJeremy <Golrag@users.noreply.github.com>2019-04-07 20:15:40 +0200
committerShauren <shauren.trinity@gmail.com>2021-11-26 22:43:48 +0100
commit4fcc4a330044e84baa1f58ff13e1b4ea7775eb66 (patch)
tree3841355e97bf9b905f1a1ae41a08dad5ea259c71 /src/server/game/Maps/Map.h
parentfe0cff0caeda48cd49f5d3898607bdb34704b868 (diff)
Core/Movement: Fix some undermap issues with random movement/fear/blink (#22937)
* Core/Movement: - Only move to point if there is a path that is not a shortcut (which will make the unit move through terrain) - Added new function to check if there is a vmap floor without search distance - Units that can fly, are underground but far above the vmap floor will stay underground (bronze drakes in tanaris) - Don't remove PATHFIND_SHORTCUT from path type in some cases * Core/Object: Ignore UpdateAllowedPositionZ for flying units. - This will make flying units go through mountains instead of going to the top and back to the bottom to reach you. * Core/Object: Revert some changes and let MovePositionToFirstCollision deal with a position without ground * Missing groundZ change for objects on transport * use CanFly instead of IsFlying (cherry picked from commit 9fcbd8f15d249070aabc25d48df86681e8ec3d11)
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rw-r--r--src/server/game/Maps/Map.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 15b986cad26..ee6f0b293be 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -495,6 +495,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
float GetWaterOrGroundLevel(PhaseShift const& phaseShift, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
float GetMinHeight(PhaseShift const& phaseShift, float x, float y);
+ float GetGridHeight(PhaseShift const& phaseShift, float x, float y);
float GetStaticHeight(PhaseShift const& phaseShift, float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH);
float GetStaticHeight(PhaseShift const& phaseShift, Position const& pos, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return GetStaticHeight(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), checkVMap, maxSearchDist); }
float GetHeight(PhaseShift const& phaseShift, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return std::max<float>(GetStaticHeight(phaseShift, x, y, z, vmap, maxSearchDist), GetGameObjectFloor(phaseShift, x, y, z, maxSearchDist)); }