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authorShauren <shauren.trinity@gmail.com>2024-11-19 20:20:33 +0100
committerShauren <shauren.trinity@gmail.com>2024-11-19 20:20:33 +0100
commitb4d6ca277aef81a49e3654a3eec131ea621da991 (patch)
tree0fab0b7393f63a2baead5915e64b03d71c3173fd /src/server/game/Movement
parent225a1bbf7dabdc318bd340e15afa7378a7622612 (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.cpp4
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;