From e5d23103f37c40d2e946fa0e2db66d2f527ad9af Mon Sep 17 00:00:00 2001 From: Shauren Date: Wed, 7 Mar 2012 13:09:35 +0100 Subject: Core/Maps * Corrected liquid type extraction in maps - MCLQ chunk must be parsed together with MH2O (they stack) * Fixed liquid detection in WMO objects * Implemented LiquidType.dbc use, players will now get proper auras in special liquids * Turned off slime damage by default (Naxxramas uses periodic damage aura for this purpose) * Implemented liquid type overrides basing on area/zone * Renamed final temp_gameobject_models to GameObjectModels.dtree (the temporary one produced by vmap extractor remains unaffected) Note: Map and Vmap re-extraction is required --- src/server/collision/Management/VMapManager2.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/collision/Management/VMapManager2.cpp') diff --git a/src/server/collision/Management/VMapManager2.cpp b/src/server/collision/Management/VMapManager2.cpp index 62abc31831a..6139a27fb52 100644 --- a/src/server/collision/Management/VMapManager2.cpp +++ b/src/server/collision/Management/VMapManager2.cpp @@ -233,7 +233,7 @@ namespace VMAP { floor = info.ground_Z; ASSERT(floor < std::numeric_limits::max()); - type = info.hitModel->GetLiquidType(); + type = info.hitModel->GetLiquidType(); // entry from LiquidType.dbc if (reqLiquidType && !(type & reqLiquidType)) return false; if (info.hitInstance->GetLiquidLevel(pos, info, level)) -- cgit v1.2.3