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fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)
* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
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@@ -63,6 +63,11 @@ class PathGenerator;
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enum WeatherState : uint32;
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namespace VMAP
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{
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enum class ModelIgnoreFlags : uint32;
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}
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namespace Acore
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{
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struct ObjectUpdater;
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@@ -183,10 +188,13 @@ struct PositionFullTerrainStatus
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enum LineOfSightChecks
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{
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LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
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LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data
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LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
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LINEOFSIGHT_CHECK_GOBJECT_WMO = 0x2, // check dynamic game object data (wmo models)
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LINEOFSIGHT_CHECK_GOBJECT_M2 = 0x4, // check dynamic game object data (m2 models)
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LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT)
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LINEOFSIGHT_CHECK_GOBJECT_ALL = LINEOFSIGHT_CHECK_GOBJECT_WMO | LINEOFSIGHT_CHECK_GOBJECT_M2,
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LINEOFSIGHT_ALL_CHECKS = LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT_ALL
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};
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class GridMap
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@@ -539,7 +547,7 @@ public:
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float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = DEFAULT_COLLISION_HEIGHT) const;
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[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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