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)
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@@ -86,9 +86,9 @@ public:
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wstrToLower(wNamePart);
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// Search in AreaTable.dbc
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for (uint32 areaflag = 0; areaflag < sAreaStore.GetNumRows(); ++areaflag)
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for (uint32 i = 0; i < sAreaTableStore.GetNumRows(); ++i)
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{
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AreaTableEntry const* areaEntry = sAreaStore.LookupEntry(areaflag);
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AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(i);
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if (areaEntry)
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{
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int locale = handler->GetSessionDbcLocale();
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