Core/vmaps: Removed vmap lookup functions duplicating functionality of each other
Port From (https://github.com/TrinityCore/TrinityCore/commit/45ee989c70682c001d4467d97bf1ecedcf7dbcc3)
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@@ -161,7 +161,7 @@ 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 = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, LiquidHeaderTypeFlags.AllLiquids, _source.GetCollisionHeight());
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ZLiquidStatus status = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, null, _source.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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@@ -893,7 +893,7 @@ namespace Game.Movement
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NavTerrainFlag GetNavTerrain(float x, float y, float z)
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{
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ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out LiquidData data, _source.GetCollisionHeight());
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ZLiquidStatus liquidStatus = _source.GetMap().GetLiquidStatus(_source.GetPhaseShift(), x, y, z, out LiquidData data, null, _source.GetCollisionHeight());
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if (liquidStatus == ZLiquidStatus.NoWater)
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return NavTerrainFlag.Ground;
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