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

@@ -175,6 +175,7 @@ uint8 WorldSession::HandleLoadPetFromDBFirstCallback(PreparedQueryResult result,
if (pet->IsCritter())
{
pet->UpdatePositionData();
map->AddToMap(pet->ToCreature(), true);
pet->SetLoading(false); // xinef, mine
return PET_LOAD_OK;
@@ -186,6 +187,7 @@ uint8 WorldSession::HandleLoadPetFromDBFirstCallback(PreparedQueryResult result,
pet->GetCharmInfo()->SetPetNumber(pet_number, false);
pet->SetDisplayId(fields[3].GetUInt32());
pet->UpdatePositionData();
pet->SetNativeDisplayId(fields[3].GetUInt32());
pet->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
pet->SetName(fields[8].GetString());