Core/vmaps: Removed vmap lookup functions duplicating functionality of each other

Port From (https://github.com/TrinityCore/TrinityCore/commit/45ee989c70682c001d4467d97bf1ecedcf7dbcc3)
This commit is contained in:
hondacrx
2024-03-12 23:04:13 -04:00
parent 5b938c1a3e
commit ccf73e23e3
16 changed files with 131 additions and 349 deletions
@@ -161,7 +161,7 @@ namespace Game.Movement
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
for (uint i = 0; i < _pathPoints.Length; ++i)
{
ZLiquidStatus status = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, LiquidHeaderTypeFlags.AllLiquids, _source.GetCollisionHeight());
ZLiquidStatus status = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, null, _source.GetCollisionHeight());
// One of the points is not in the water, cancel movement.
if (status == ZLiquidStatus.NoWater)
{
@@ -893,7 +893,7 @@ namespace Game.Movement
NavTerrainFlag GetNavTerrain(float x, float y, float z)
{
ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out LiquidData data, _source.GetCollisionHeight());
ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, out LiquidData data, null, _source.GetCollisionHeight());
if (liquidStatus == ZLiquidStatus.NoWater)
return NavTerrainFlag.Ground;