diff options
author | Subv <s.v.h21@hotmail.com> | 2012-09-05 15:32:35 -0500 |
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committer | Subv <s.v.h21@hotmail.com> | 2012-09-05 15:32:35 -0500 |
commit | 593f08609fa474c9aa881898e23e256e6e55c06e (patch) | |
tree | 97bfb7a482f7206e6f49267c6d5d4291e8641d27 /src | |
parent | c2f446ded917efed58c8054693858b3c4b4c4a8f (diff) |
Core/Mmaps: Fixed a mistake in BuildPolyPath which could cause swimming creatures to bug in the navmesh generation.
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index c9cfff08ede..00aa8043312 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -194,10 +194,9 @@ void PathGenerator::BuildPolyPath(const Vector3 &startPos, const Vector3 &endPos // 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 < m_pathPoints.size(); ++i) { - LiquidData data; - m_sourceUnit->GetBaseMap()->getLiquidStatus(m_pathPoints[i].x, m_pathPoints[i].y, m_pathPoints[i].z, MAP_ALL_LIQUIDS, &data); + ZLiquidStatus status = m_sourceUnit->GetBaseMap()->getLiquidStatus(m_pathPoints[i].x, m_pathPoints[i].y, m_pathPoints[i].z, MAP_ALL_LIQUIDS, NULL); // One of the points is not in the water, cancel movement. - if (data.type_flags == MAP_LIQUID_TYPE_NO_WATER) + if (status == LIQUID_MAP_NO_WATER) { waterPath = false; break; |