fix(Core/Movement): (#7008)

- Get zone/area IDs from vmap data in the liquid update
- Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
- Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields.
- Clean up liquid state handling on Unit and Player
- Implemented getting area id from gameobject spawns.
- Removed old core related to getting movement flags dependent on environment.
- Movement flags are now processed more precisely and dynamically.

Original source: TrinityCore.

- Closes #5086
- Updates #2208.
This commit is contained in:
UltraNix
2021-08-25 12:41:20 +02:00
committed by GitHub
parent 909c3e5799
commit a8c0a2cc89
47 changed files with 1086 additions and 883 deletions

View File

@@ -666,6 +666,8 @@ bool Pet::CreateBaseAtCreature(Creature* creature)
SetDisplayId(creature->GetDisplayId());
UpdatePositionData();
if (CreatureFamilyEntry const* cFamily = sCreatureFamilyStore.LookupEntry(cinfo->family))
SetName(cFamily->Name[sWorld->GetDefaultDbcLocale()]);
else
@@ -684,6 +686,8 @@ bool Pet::CreateBaseAtCreatureInfo(CreatureTemplate const* cinfo, Unit* owner)
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
UpdatePositionData();
return true;
}