Core/Movement: Fixed PathGenerator.GetNavTerrain returning ground instead of water in fatigue area
This commit is contained in:
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user