diff options
| author | Shauren <shauren.trinity@gmail.com> | 2024-11-19 20:20:33 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2024-11-19 20:20:33 +0100 |
| commit | b4d6ca277aef81a49e3654a3eec131ea621da991 (patch) | |
| tree | 0fab0b7393f63a2baead5915e64b03d71c3173fd /src/server/game/Movement | |
| parent | 225a1bbf7dabdc318bd340e15afa7378a7622612 (diff) | |
Core/vmaps: Removed vmap lookup functions duplicating functionality of each other
(cherry picked from commit 45ee989c70682c001d4467d97bf1ecedcf7dbcc3)
Diffstat (limited to 'src/server/game/Movement')
| -rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index 08de2f4e12c..bb90f288596 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -184,7 +184,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con // Check both start and end points, if they're both in water, then we can *safely* let the creature move for (uint32 i = 0; i < _pathPoints.size(); ++i) { - ZLiquidStatus status = _source->GetMap()->GetLiquidStatus(_source->GetPhaseMask(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, nullptr, _source->GetCollisionHeight()); + ZLiquidStatus status = _source->GetMap()->GetLiquidStatus(_source->GetPhaseMask(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, {}, nullptr, _source->GetCollisionHeight()); // One of the points is not in the water, cancel movement. if (status == LIQUID_MAP_NO_WATER) { @@ -696,7 +696,7 @@ void PathGenerator::UpdateFilter() NavTerrainFlag PathGenerator::GetNavTerrain(float x, float y, float z) { LiquidData data; - ZLiquidStatus liquidStatus = _source->GetMap()->GetLiquidStatus(_source->GetPhaseMask(), x, y, z, MAP_ALL_LIQUIDS, &data, _source->GetCollisionHeight()); + ZLiquidStatus liquidStatus = _source->GetMap()->GetLiquidStatus(_source->GetPhaseMask(), x, y, z, {}, &data, _source->GetCollisionHeight()); if (liquidStatus == LIQUID_MAP_NO_WATER) return NAV_GROUND; |
