Update Vmaps | Mmaps | Recastnav and fixed FleeingMovement

- Fixes getHeight collision (Map height is now calculated properly core-side, extraction of Maps, Vmaps is required)

- Fixes invisible walls causing LoS errores and wrong pathing in some zones.

- Mmaps update, padding is used, now to ensure proper binary-identical mmtiles

- Updated Recastnav to work properly with new updates

- Updated Area Storage

- Implement Map out of Bound (players will pop on closest graveyard if out of bounds)

- FleeingMovementGenerator updated, LoS calc to not go out of bounds or in/under textured when 
fleeing

- Added command .mmap, port from TC (info about mmaps)
This commit is contained in:
sucofog
2017-11-14 15:14:43 +01:00
committed by Yehonal
parent d98ba9cdaa
commit e772b08c68
79 changed files with 5037 additions and 3018 deletions

View File

@@ -4431,10 +4431,7 @@ class spell_gen_mount : public SpellScriptLoader
if (map == 530 || (map == 571 && target->HasSpell(SPELL_COLD_WEATHER_FLYING)))
canFly = true;
float x, y, z;
target->GetPosition(x, y, z);
uint32 areaFlag = target->GetBaseMap()->GetAreaFlag(x, y, z);
AreaTableEntry const* area = sAreaStore.LookupEntry(areaFlag);
AreaTableEntry const* area = sAreaTableStore.LookupEntry(target->GetAreaId());
// Xinef: add battlefield check
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldToZoneId(target->GetZoneId());
if (!area || (canFly && ((area->flags & AREA_FLAG_NO_FLY_ZONE) || (Bf && !Bf->CanFlyIn()))))