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-rw-r--r--src/server/game/Maps/Map.cpp4
-rw-r--r--src/server/game/Maps/Map.h3
2 files changed, 4 insertions, 3 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 262597fd608..d649a12227f 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2593,9 +2593,9 @@ float Map::GetWaterLevel(float x, float y) const
return 0;
}
-bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
+bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
{
- return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2)
+ return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags)
&& _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
}
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 14d56af7ecf..c87726bba57 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -55,6 +55,7 @@ class BattlegroundMap;
class InstanceMap;
class Transport;
namespace Trinity { struct ObjectUpdater; }
+namespace VMAP { enum class ModelIgnoreFlags : uint32; }
struct ScriptAction
{
@@ -496,7 +497,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = NULL, bool swim = false) const;
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
- bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
+ bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }