Core/Movement: Fixed PathGenerator.GetNavTerrain returning ground instead of water in fatigue area

This commit is contained in:
hondacrx
2018-04-16 14:14:16 -04:00
parent bcc61c3ab9
commit 77f981d868
6 changed files with 14 additions and 13 deletions
+2 -2
View File
@@ -504,7 +504,7 @@ namespace Game.Maps
}
// Get water state on map
public ZLiquidStatus getLiquidStatus(float x, float y, float z, byte ReqLiquidType, LiquidData data)
public ZLiquidStatus getLiquidStatus(float x, float y, float z, uint ReqLiquidType, LiquidData data)
{
// Check water type (if no water return)
if (_liquidGlobalFlags == 0 && _liquidFlags == null)
@@ -524,7 +524,7 @@ namespace Game.Maps
LiquidTypeRecord liquidEntry = CliDB.LiquidTypeStorage.LookupByKey(entry);
if (liquidEntry != null)
{
type &= MapConst.MapLiquidTypeDarkWater;
type &= (byte)MapConst.MapLiquidTypeDarkWater;
uint liqTypeIdx = liquidEntry.SoundBank;
if (entry < 21)
{
+1 -1
View File
@@ -382,7 +382,7 @@ namespace Game.Maps
public override void Visit(ICollection<Player> objs)
{
foreach (var player in objs)
foreach (var player in objs.ToList())
{
if (!player.IsInPhase(i_source))
continue;
+2 -2
View File
@@ -1977,13 +1977,13 @@ namespace Game.Maps
return 0;
}
public ZLiquidStatus getLiquidStatus(PhaseShift phaseShift, float x, float y, float z, byte ReqLiquidType)
public ZLiquidStatus getLiquidStatus(PhaseShift phaseShift, float x, float y, float z, uint ReqLiquidType)
{
LiquidData throwaway;
return getLiquidStatus(phaseShift, x, y, z, ReqLiquidType, out throwaway);
}
public ZLiquidStatus getLiquidStatus(PhaseShift phaseShift, float x, float y, float z, byte ReqLiquidType, out LiquidData data)
public ZLiquidStatus getLiquidStatus(PhaseShift phaseShift, float x, float y, float z, uint ReqLiquidType, out LiquidData data)
{
data = new LiquidData();
var result = ZLiquidStatus.NoWater;