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fix(Core/Spells): Fixed LoS problems with hunter traps. (#12348)
* fix(Core/Spells): Fixed LoS problems with hunter traps. Fixes #12332 * missing
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@@ -1230,9 +1230,9 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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return distsq < maxdist * maxdist;
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()));
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G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), GetCombatReach());
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@@ -1341,7 +1341,7 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFla
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return true;
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}
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bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
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bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= {}*/) const
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{
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if (!IsInMap(obj))
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return false;
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@@ -1353,7 +1353,7 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlag
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oz += obj->GetCollisionHeight();
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}
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else
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obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz);
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obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()) }, ox, oy, oz);
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float x, y, z;
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if (GetTypeId() == TYPEID_PLAYER)
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@@ -1362,14 +1362,14 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlag
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z += GetCollisionHeight();
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}
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else
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GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
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GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight);
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return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
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}
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
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void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight) const
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{
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Position pos = GetHitSpherePointFor(dest);
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Position pos = GetHitSpherePointFor(dest, collisionHeight);
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x = pos.GetPositionX();
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y = pos.GetPositionY();
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z = pos.GetPositionZ();
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