Core/Maps & Extractors: Move copypasted map file headers into a single shared file and replace #defines with enums
Port From (https://github.com/TrinityCore/TrinityCore/commit/6ecfe58cae6d9cfa7a3aef21a4a96aa00c513ba2)
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@@ -174,7 +174,7 @@ namespace Game.Movement
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// Check both start and end points, if they're both in water, then we can *safely* let the creature move
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for (uint i = 0; i < _pathPoints.Length; ++i)
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{
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ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, MapConst.MapAllLiquidTypes, _sourceUnit.GetCollisionHeight());
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ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, LiquidHeaderTypeFlags.AllLiquids, _sourceUnit.GetCollisionHeight());
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// One of the points is not in the water, cancel movement.
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if (status == ZLiquidStatus.NoWater)
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{
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@@ -839,18 +839,18 @@ 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 = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out data, _sourceUnit.GetCollisionHeight());
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ZLiquidStatus liquidStatus = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out data, _sourceUnit.GetCollisionHeight());
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if (liquidStatus == ZLiquidStatus.NoWater)
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return NavTerrainFlag.Ground;
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data.type_flags &= ~MapConst.MapLiquidTypeDarkWater;
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data.type_flags &= ~LiquidHeaderTypeFlags.DarkWater;
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switch (data.type_flags)
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{
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case MapConst.MapLiquidTypeWater:
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case MapConst.MapLiquidTypeOcean:
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case LiquidHeaderTypeFlags.Water:
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case LiquidHeaderTypeFlags.Ocean:
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return NavTerrainFlag.Water;
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case MapConst.MapLiquidTypeMagma:
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case MapConst.MapLiquidTypeSlime:
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case LiquidHeaderTypeFlags.Magma:
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case LiquidHeaderTypeFlags.Slime:
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return NavTerrainFlag.MagmaSlime;
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default:
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return NavTerrainFlag.Ground;
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