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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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@@ -110,6 +110,9 @@ namespace Movement
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[[nodiscard]] Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx + 1, false) : Vector3(); }
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[[nodiscard]] int32 currentPathIdx() const;
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[[nodiscard]] bool HasAnimation() const { return splineflags.animation; }
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[[nodiscard]] uint8 GetAnimationType() const { return splineflags.animId; }
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bool onTransport;
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[[nodiscard]] std::string ToString() const;
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[[nodiscard]] bool HasStarted() const
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