Merge branch 'master' into 4.x
Conflicts: sql/base/auth_database.sql src/server/authserver/Server/AuthSocket.cpp src/server/game/AI/CoreAI/CombatAI.cpp src/server/game/AuctionHouse/AuctionHouseMgr.cpp src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp src/server/game/DataStores/DBCStructure.h src/server/game/DataStores/DBCfmt.h src/server/game/Entities/Unit/Unit.cpp src/server/game/Entities/Vehicle/Vehicle.cpp src/server/game/Globals/ObjectMgr.cpp src/server/game/Globals/ObjectMgr.h src/server/game/Handlers/AuctionHouseHandler.cpp src/server/game/Miscellaneous/SharedDefines.h src/server/game/Movement/MotionMaster.cpp src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp src/server/game/Quests/QuestDef.cpp src/server/game/Server/Protocol/Opcodes.cpp src/server/game/Server/WorldSocket.cpp src/server/game/Spells/Spell.cpp src/server/game/Spells/SpellEffects.cpp src/server/game/Spells/SpellInfo.cpp src/server/scripts/Outland/HellfireCitadel/MagtheridonsLair/boss_magtheridon.cpp src/server/scripts/Spells/spell_quest.cpp src/server/shared/Logging/Log.h src/server/worldserver/worldserver.conf.dist src/tools/vmap3_extractor/model.h src/tools/vmap4_extractor/CMakeLists.txt src/tools/vmap4_extractor/dbcfile.cpp src/tools/vmap4_extractor/dbcfile.h src/tools/vmap4_extractor/loadlib/loadlib.h
This commit is contained in:
@@ -46,6 +46,7 @@
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#include "Totem.h"
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#include "OutdoorPvPMgr.h"
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#include "MovementPacketBuilder.h"
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#include "DynamicTree.h"
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uint32 GuidHigh2TypeId(uint32 guid_hi)
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{
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@@ -1043,9 +1044,9 @@ bool Object::PrintIndexError(uint32 index, bool set) const
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return false;
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}
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bool Position::HasInLine(Unit const* target, float distance, float width) const
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bool Position::HasInLine(WorldObject const* target, float width) const
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{
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if (!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance))
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if (!HasInArc(M_PI, target))
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return false;
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width += target->GetObjectSize();
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float angle = GetRelativeAngle(target);
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@@ -1259,15 +1260,19 @@ bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
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float ox, oy, oz;
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obj->GetPosition(ox, oy, oz);
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return(IsWithinLOS(ox, oy, oz));
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return IsWithinLOS(ox, oy, oz);
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}
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bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
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{
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float x, y, z;
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/*float x, y, z;
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GetPosition(x, y, z);
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VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
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return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
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return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
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if (IsInWorld())
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return GetMap()->isInLineOfSight(GetPositionX(), GetPositionY(), GetPositionZ()+2.f, ox, oy, oz+2.f, GetPhaseMask());
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return true;
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}
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bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
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@@ -1456,14 +1461,14 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2,
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return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + cos(angle) * dist, obj1->GetPositionY() + sin(angle) * dist);
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}
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bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const
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bool WorldObject::isInFront(WorldObject const* target, float arc) const
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{
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return IsWithinDist(target, distance) && HasInArc(arc, target);
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return HasInArc(arc, target);
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}
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bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
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bool WorldObject::isInBack(WorldObject const* target, float arc) const
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{
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return IsWithinDist(target, distance) && !HasInArc(2 * M_PI - arc, target);
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return !HasInArc(2 * M_PI - arc, target);
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}
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void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
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@@ -1489,7 +1494,7 @@ void WorldObject::GetRandomPoint(const Position &pos, float distance, float &ran
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void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
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{
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float new_z = GetBaseMap()->GetHeight(x, y, z, true);
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float new_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
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if (new_z > INVALID_HEIGHT)
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z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
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}
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@@ -1502,13 +1507,13 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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{
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// non fly unit don't must be in air
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// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
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if (!((Creature const*)this)->canFly())
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if (!ToCreature()->canFly())
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{
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bool canSwim = ((Creature const*)this)->canSwim();
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bool canSwim = ToCreature()->canSwim();
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float ground_z = z;
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float max_z = canSwim
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? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK))
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: ((ground_z = GetBaseMap()->GetHeight(x, y, z, true)));
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? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
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: ((ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true)));
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if (max_z > INVALID_HEIGHT)
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{
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if (z > max_z)
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@@ -1519,7 +1524,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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}
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else
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
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if (z < ground_z)
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z = ground_z;
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}
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@@ -1528,10 +1533,10 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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case TYPEID_PLAYER:
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{
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// for server controlled moves playr work same as creature (but it can always swim)
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if (!((Player const*)this)->canFly())
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if (!ToPlayer()->canFly())
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{
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float ground_z = z;
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float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
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float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
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if (max_z > INVALID_HEIGHT)
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{
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if (z > max_z)
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@@ -1542,7 +1547,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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}
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else
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
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if (z < ground_z)
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z = ground_z;
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}
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@@ -1550,7 +1555,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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}
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default:
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
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if(ground_z > INVALID_HEIGHT)
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z = ground_z;
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break;
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@@ -1766,11 +1771,15 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
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// Level difference: 5 point / level, starting from level 1.
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// There may be spells for this and the starting points too, but
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// not in the DBCs of the client.
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// not in the DBCs of the client.
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detectionValue += int32(getLevelForTarget(obj) - 1) * 5;
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// Apply modifiers
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detectionValue += m_stealthDetect.GetValue(StealthType(i));
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if (obj->isType(TYPEMASK_GAMEOBJECT))
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if (Unit* owner = ((GameObject*)obj)->GetOwner())
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detectionValue -= int32(owner->getLevelForTarget(this) - 1) * 5;
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detectionValue -= obj->m_stealth.GetValue(StealthType(i));
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// Calculate max distance
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@@ -2621,11 +2630,11 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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{
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angle += m_orientation;
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float destx, desty, destz, ground, floor;
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pos.m_positionZ += 2.0f;
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destx = pos.m_positionX + dist * cos(angle);
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desty = pos.m_positionY + dist * sin(angle);
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ground = GetMap()->GetHeight(destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(destx, desty, pos.m_positionZ, true);
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ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
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destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
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bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
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@@ -2639,6 +2648,17 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
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}
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// check dynamic collision
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col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
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// Collided with a gameobject
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if (col)
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{
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destx -= CONTACT_DISTANCE * cos(angle);
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desty -= CONTACT_DISTANCE * sin(angle);
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dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
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}
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float step = dist/10.0f;
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for (uint8 j = 0; j < 10; ++j)
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@@ -2648,8 +2668,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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{
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destx -= step * cos(angle);
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desty -= step * sin(angle);
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ground = GetMap()->GetHeight(destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(destx, desty, pos.m_positionZ, true);
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ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
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floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
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destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
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}
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// we have correct destz now
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@@ -2662,7 +2682,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
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Trinity::NormalizeMapCoord(pos.m_positionX);
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Trinity::NormalizeMapCoord(pos.m_positionY);
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UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
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UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
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pos.m_orientation = m_orientation;
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}
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