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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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@@ -2171,7 +2171,7 @@ public:
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Position pos;
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caster->GetPosition(&pos);
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caster->GetNearPosition(pos, 5.0f, 0.0f);
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pos.m_positionZ = caster->GetBaseMap()->GetHeight(caster->GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), caster->GetPositionZ(), true, 50.0f);
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pos.m_positionZ = caster->GetMap()->GetHeight(caster->GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), caster->GetPositionZ(), true, 50.0f);
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pos.m_positionZ += 0.1f;
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caster->SendMeleeAttackStop(caster->GetVictim());
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caster->GetMotionMaster()->MoveLand(POINT_LAND, pos, 7.0f);
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