Core/Maps: fixed several issues with liquids by merging some 335 branch commits that are taking mopg flags into account
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2008854f56
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3f53afd39e
17 files changed
+435
-272
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@@ -275,7 +275,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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virtual void Update (uint32 /*time_diff*/) { }
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void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
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virtual void RemoveFromWorld();
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
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@@ -312,9 +313,10 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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// if negative it is used as PhaseGroupId
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void SetDBPhase(int32 p) { _dbPhase = p; }
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uint32 GetZoneId() const;
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uint32 GetAreaId() const;
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
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uint32 GetZoneId() const { return m_zoneId; }
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uint32 GetAreaId() const { return m_areaId; }
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { zoneid = m_zoneId, areaid = m_areaId; }
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bool IsOutdoors() const { return m_outdoors; }
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InstanceScript* GetInstanceScript() const;
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@@ -420,10 +422,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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void DestroyForNearbyPlayers();
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virtual void UpdateObjectVisibility(bool forced = true);
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virtual void UpdateObjectVisibilityOnCreate()
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{
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UpdateObjectVisibility(true);
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}
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virtual void UpdateObjectVisibilityOnCreate() { UpdateObjectVisibility(true); }
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void UpdatePositionData();
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void BuildUpdate(UpdateDataMapType&) override;
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@@ -467,6 +467,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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virtual float GetStationaryZ() const { return GetPositionZ(); }
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virtual float GetStationaryO() const { return GetOrientation(); }
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float GetFloorZ() const;
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uint16 GetAIAnimKitId() const { return m_aiAnimKitId; }
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void SetAIAnimKitId(uint16 animKitId);
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uint16 GetMovementAnimKitId() const { return m_movementAnimKitId; }
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@@ -484,6 +486,12 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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// transports
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Transport* m_transport;
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virtual void ProcessPositionDataChanged(PositionFullTerrainStatus const& data);
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uint32 m_zoneId;
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uint32 m_areaId;
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float m_staticFloorZ;
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bool m_outdoors;
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//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
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//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
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//mapId/instanceId should be set in SetMap() function!
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