Core/Maps: Move terrain data handling out of Map class
Port From (https://github.com/TrinityCore/TrinityCore/commit/16a06346aea16ffd6ee84081cedfdb0c75ac0b38)
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@@ -38,7 +38,7 @@ namespace Game.Movement
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_navMeshQuery = null;
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Log.outDebug(LogFilter.Maps, "PathGenerator:PathGenerator for {0}", _source.GetGUID().ToString());
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uint mapId = PhasingHandler.GetTerrainMapId(_source.GetPhaseShift(), _source.GetMap(), _source.GetPositionX(), _source.GetPositionY());
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uint mapId = PhasingHandler.GetTerrainMapId(_source.GetPhaseShift(), _source.GetMap().GetTerrain(), _source.GetPositionX(), _source.GetPositionY());
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if (Global.DisableMgr.IsPathfindingEnabled(_source.GetMapId()))
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{
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_navMesh = Global.MMapMgr.GetNavMesh(mapId);
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@@ -904,8 +904,8 @@ namespace Game.Movement
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NavTerrainFlag GetNavTerrain(float x, float y, float z)
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{
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LiquidData data;
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ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out data, _source.GetCollisionHeight());
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LiquidData data = new();
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ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, data, _source.GetCollisionHeight());
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if (liquidStatus == ZLiquidStatus.NoWater)
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return NavTerrainFlag.Ground;
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