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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@ -35,7 +35,7 @@ void WhoListCacheMgr::Update()
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wstrToLower(wgname);
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std::string aname;
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if (AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(itr->second->GetZoneId()))
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if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(itr->second->GetZoneId()))
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aname = areaEntry->area_name[sWorld->GetDefaultDbcLocale()];
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if (itr->second->IsSpectator())
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