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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Big re-organization of repository [W.I.P]
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@@ -1,70 +0,0 @@
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <vector>
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#include "MapTree.h"
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#include "VMapManager2.h"
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#include "WorldModel.h"
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#include "ModelInstance.h"
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namespace VMAP
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{
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// Need direct access to encapsulated VMAP data, so we add functions for MMAP generator
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// maybe add MapBuilder as friend to all of the below classes would be better?
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// declared in src/shared/vmap/MapTree.h
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void StaticMapTree::getModelInstances(ModelInstance* &models, uint32 &count)
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{
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models = iTreeValues;
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count = iNTreeValues;
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}
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// declared in src/shared/vmap/VMapManager2.h
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void VMapManager2::getInstanceMapTree(InstanceTreeMap &instanceMapTree)
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{
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instanceMapTree = iInstanceMapTrees;
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}
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// declared in src/shared/vmap/WorldModel.h
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void WorldModel::getGroupModels(std::vector<GroupModel> &groupModels)
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{
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groupModels = this->groupModels;
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}
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// declared in src/shared/vmap/WorldModel.h
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void GroupModel::getMeshData(std::vector<G3D::Vector3> &vertices, std::vector<MeshTriangle> &triangles, WmoLiquid* &liquid)
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{
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vertices = this->vertices;
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triangles = this->triangles;
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liquid = iLiquid;
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}
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// declared in src/shared/vmap/ModelInstance.h
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WorldModel* ModelInstance::getWorldModel()
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{
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return iModel;
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}
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// declared in src/shared/vmap/WorldModel.h
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void WmoLiquid::getPosInfo(uint32 &tilesX, uint32 &tilesY, G3D::Vector3 &corner) const
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{
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tilesX = iTilesX;
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tilesY = iTilesY;
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corner = iCorner;
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}
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}
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