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authorSubv <s.v.h21@hotmail.com>2012-09-05 15:32:35 -0500
committerSubv <s.v.h21@hotmail.com>2012-09-05 15:32:35 -0500
commit593f08609fa474c9aa881898e23e256e6e55c06e (patch)
tree97bfb7a482f7206e6f49267c6d5d4291e8641d27 /src
parentc2f446ded917efed58c8054693858b3c4b4c4a8f (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.cpp5
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;