Core/Maps: fixed several issues with liquids by merging some 335 branch commits that are taking mopg flags into account

This commit is contained in:
Ovahlord committed 2018-08-07 12:35:02 +02:00
1 parent 2008854f56
commit 3f53afd39e
17 files changed
+435 -272

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+16 -8
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@@ -275,7 +275,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
virtual void Update (uint32 /*time_diff*/) { }
void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
virtual void RemoveFromWorld();
void AddToWorld() override;
void RemoveFromWorld() override;
void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
@@ -312,9 +313,10 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
// if negative it is used as PhaseGroupId
void SetDBPhase(int32 p) { _dbPhase = p; }
uint32 GetZoneId() const;
uint32 GetAreaId() const;
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
uint32 GetZoneId() const { return m_zoneId; }
uint32 GetAreaId() const { return m_areaId; }
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { zoneid = m_zoneId, areaid = m_areaId; }
bool IsOutdoors() const { return m_outdoors; }
InstanceScript* GetInstanceScript() const;
@@ -420,10 +422,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
void DestroyForNearbyPlayers();
virtual void UpdateObjectVisibility(bool forced = true);
virtual void UpdateObjectVisibilityOnCreate()
{
UpdateObjectVisibility(true);
}
virtual void UpdateObjectVisibilityOnCreate() { UpdateObjectVisibility(true); }
void UpdatePositionData();
void BuildUpdate(UpdateDataMapType&) override;
@@ -467,6 +467,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
virtual float GetStationaryZ() const { return GetPositionZ(); }
virtual float GetStationaryO() const { return GetOrientation(); }
float GetFloorZ() const;
uint16 GetAIAnimKitId() const { return m_aiAnimKitId; }
void SetAIAnimKitId(uint16 animKitId);
uint16 GetMovementAnimKitId() const { return m_movementAnimKitId; }
@@ -484,6 +486,12 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
// transports
Transport* m_transport;
virtual void ProcessPositionDataChanged(PositionFullTerrainStatus const& data);
uint32 m_zoneId;
uint32 m_areaId;
float m_staticFloorZ;
bool m_outdoors;
//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
//mapId/instanceId should be set in SetMap() function!