BFA Update (still lots of testing to do tho)
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+16
-8
@@ -132,13 +132,20 @@ namespace Game.Maps
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{
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if (Global.VMapMgr.isMapLoadingEnabled())
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{
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bool exists = Global.VMapMgr.existsMap(mapid, gx, gy);
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if (!exists)
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LoadResult result = Global.VMapMgr.existsMap(mapid, gx, gy);
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string name = VMapManager.getMapFileName(mapid);
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switch (result)
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{
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string name = VMapManager.getMapFileName(mapid);
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Log.outError(LogFilter.Maps, "VMap file '{0}' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe.",
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Global.WorldMgr.GetDataPath() + "vmaps/" + name);
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return false;
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case LoadResult.Success:
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break;
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case LoadResult.FileNotFound:
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Log.outError(LogFilter.Maps, $"VMap file '{Global.WorldMgr.GetDataPath() + "vmaps/" + name}' does not exist");
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Log.outError(LogFilter.Maps, $"Please place VMAP files (*.vmtree and *.vmtile) in the vmap directory ({Global.WorldMgr.GetDataPath() + "vmaps/"}), or correct the DataDir setting in your worldserver.conf file.");
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return false;
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case LoadResult.VersionMismatch:
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Log.outError(LogFilter.Maps, $"VMap file '{Global.WorldMgr.GetDataPath() + "vmaps/" + name}e' couldn't b loaded");
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Log.outError(LogFilter.Maps, "This is because the version of the VMap file and the version of this module are different, please re-extract the maps with the tools compiled with this module.");
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return false;
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}
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}
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return true;
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@@ -2064,9 +2071,9 @@ namespace Game.Maps
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return 0;
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}
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public bool isInLineOfSight(PhaseShift phaseShift, float x1, float y1, float z1, float x2, float y2, float z2)
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public bool isInLineOfSight(PhaseShift phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
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{
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return Global.VMapMgr.isInLineOfSight(PhasingHandler.GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2)
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return Global.VMapMgr.isInLineOfSight(PhasingHandler.GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2, ignoreFlags)
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&& _dynamicTree.isInLineOfSight(new Vector3(x1, y1, z1), new Vector3(x2, y2, z2), phaseShift);
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}
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@@ -4597,6 +4604,7 @@ namespace Game.Maps
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base.RemovePlayerFromMap(player, remove);
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// for normal instances schedule the reset after all players have left
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SetResetSchedule(true);
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Global.InstanceSaveMgr.UnloadInstanceSave(GetInstanceId());
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}
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public void CreateInstanceData(bool load)
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