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

@@ -1135,7 +1135,7 @@ void WorldSession::HandlePlayerLoginToCharInWorld(Player* pCurrChar)
pCurrChar->CleanupChannels();
pCurrChar->SendInitialPacketsAfterAddToMap();
uint32 currZone, currArea;
pCurrChar->GetZoneAndAreaId(currZone, currArea, false);
pCurrChar->GetZoneAndAreaId(currZone, currArea);
pCurrChar->SendInitWorldStates(currZone, currArea);
pCurrChar->SetInGameTime(World::GetGameTimeMS());