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