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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79 changed files with 5037 additions and 3018 deletions
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@ -3395,6 +3395,15 @@ int32 Unit::GetCurrentSpellCastTime(uint32 spell_id) const
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return 0;
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}
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bool Unit::CanMoveDuringChannel() const
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{
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if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
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if (spell->getState() != SPELL_STATE_FINISHED)
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return spell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING) && spell->IsChannelActive();
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return false;
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}
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bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const
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{
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return IsWithinDistInMap(target, distance) && HasInArc(arc, target);
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