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authorShauren <shauren.trinity@gmail.com>2023-10-16 11:57:24 +0200
committerShauren <shauren.trinity@gmail.com>2023-10-16 11:57:24 +0200
commitda0ba86694010fcb1adb5ed88cbc212dd4a33ab5 (patch)
treefd8eb6a0c6dab5a8e97e4e70441b6583f2e50908 /src/server/game/Movement
parent348e29c79fa10d0b7d14a7f5905424919bc83632 (diff)
Core/MMaps: Implemented a way to enable/disable certain terrain types for movement on the entire map
Diffstat (limited to 'src/server/game/Movement')
-rw-r--r--src/server/game/Movement/PathGenerator.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index c17d54ab7e9..aae9b7ea1c7 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -674,6 +674,9 @@ void PathGenerator::CreateFilter()
void PathGenerator::UpdateFilter()
{
+ _filter.setIncludeFlags(_filter.getIncludeFlags() | _source->GetMap()->GetForceEnabledNavMeshFilterFlags());
+ _filter.setExcludeFlags(_filter.getExcludeFlags() | _source->GetMap()->GetForceDisabledNavMeshFilterFlags());
+
// allow creatures to cheat and use different movement types if they are moved
// forcefully into terrain they can't normally move in
if (Unit const* _sourceUnit = _source->ToUnit())