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

@@ -83,7 +83,7 @@ GraveyardStruct const* Graveyard::GetDefaultGraveyard(TeamId teamId)
GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z, uint32 MapId, TeamId teamId)
{
// search for zone associated closest graveyard
uint32 zoneId = sMapMgr->GetZoneId(MapId, x, y, z);
uint32 zoneId = sMapMgr->GetZoneId(PHASEMASK_NORMAL, MapId, x, y, z);
if (!zoneId)
{