mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-17 02:50:29 +00:00
@@ -12,8 +12,8 @@
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namespace VMAP
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{
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const char VMAP_MAGIC[] = "VMAP_4.2";
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const char RAW_VMAP_MAGIC[] = "VMAP042"; // used in extracted vmap files with raw data
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const char VMAP_MAGIC[] = "VMAP_4.3";
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const char RAW_VMAP_MAGIC[] = "VMAP043"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
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// defined in TileAssembler.cpp currently...
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@@ -64,7 +64,7 @@ bool preciseVectorData = false;
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//static const char * szWorkDirMaps = ".\\Maps";
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const char* szWorkDirWmo = "./Buildings";
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const char* szRawVMAPMagic = "VMAP042";
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const char* szRawVMAPMagic = "VMAP043";
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// Local testing functions
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@@ -338,8 +338,9 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE *output, WMORoot *rootWMO, bool precise
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for (int i=0; i<nTriangles; ++i)
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{
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// Skip no collision triangles
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if (MOPY[2*i]&WMO_MATERIAL_NO_COLLISION ||
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!(MOPY[2*i]&(WMO_MATERIAL_HINT|WMO_MATERIAL_COLLIDE_HIT)) )
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bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
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bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace;
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if (!isCollision)
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continue;
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// Use this triangle
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for (int j=0; j<3; ++j)
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@@ -15,13 +15,17 @@
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#include "loadlib/loadlib.h"
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// MOPY flags
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#define WMO_MATERIAL_NOCAMCOLLIDE 0x01
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#define WMO_MATERIAL_DETAIL 0x02
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#define WMO_MATERIAL_NO_COLLISION 0x04
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#define WMO_MATERIAL_HINT 0x08
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#define WMO_MATERIAL_RENDER 0x10
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#define WMO_MATERIAL_COLLIDE_HIT 0x20
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#define WMO_MATERIAL_WALL_SURFACE 0x40
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enum MopyFlags
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{
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WHO_MATERIAL_UNK01 = 0x01,
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WMO_MATERIAL_NOCAMCOLLIDE = 0x02,
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WMO_MATERIAL_DETAIL = 0x04,
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WMO_MATERIAL_COLLISION = 0x08,
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WMO_MATERIAL_HINT = 0x10,
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WMO_MATERIAL_RENDER = 0x20,
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WMO_MATERIAL_WALL_SURFACE = 0x40, // Guessed
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WMO_MATERIAL_COLLIDE_HIT = 0x80,
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};
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class WMOInstance;
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class WMOManager;
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