Core/Maps: Move terrain data handling out of Map class
Port From (https://github.com/TrinityCore/TrinityCore/commit/16a06346aea16ffd6ee84081cedfdb0c75ac0b38)
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@@ -804,7 +804,7 @@ namespace Game
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uint MapId = location.GetMapId();
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// search for zone associated closest graveyard
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uint zoneId = Global.MapMgr.GetZoneId(conditionObject ? conditionObject.GetPhaseShift() : PhasingHandler.EmptyPhaseShift, MapId, x, y, z);
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uint zoneId = Global.TerrainMgr.GetZoneId(conditionObject ? conditionObject.GetPhaseShift() : PhasingHandler.EmptyPhaseShift, MapId, x, y, z);
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if (zoneId == 0)
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{
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if (z > -500)
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@@ -3647,7 +3647,7 @@ namespace Game
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if (WorldConfig.GetBoolValue(WorldCfg.CalculateCreatureZoneAreaData))
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{
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PhasingHandler.InitDbVisibleMapId(phaseShift, data.terrainSwapMap);
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Global.MapMgr.GetZoneAndAreaId(phaseShift, out uint zoneId, out uint areaId, data.MapId, data.SpawnPoint);
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Global.TerrainMgr.GetZoneAndAreaId(phaseShift, out uint zoneId, out uint areaId, data.MapId, data.SpawnPoint);
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PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.UPD_CREATURE_ZONE_AREA_DATA);
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stmt.AddValue(0, zoneId);
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@@ -4440,7 +4440,7 @@ namespace Game
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if (WorldConfig.GetBoolValue(WorldCfg.CalculateGameobjectZoneAreaData))
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{
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PhasingHandler.InitDbVisibleMapId(phaseShift, data.terrainSwapMap);
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Global.MapMgr.GetZoneAndAreaId(phaseShift, out uint zoneId, out uint areaId, data.MapId, data.SpawnPoint);
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Global.TerrainMgr.GetZoneAndAreaId(phaseShift, out uint zoneId, out uint areaId, data.MapId, data.SpawnPoint);
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PreparedStatement stmt = DB.World.GetPreparedStatement(WorldStatements.UPD_GAMEOBJECT_ZONE_AREA_DATA);
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stmt.AddValue(0, zoneId);
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