Core/Maps
* Corrected liquid type extraction in maps - MCLQ chunk must be parsed together with MH2O (they stack) * Fixed liquid detection in WMO objects * Implemented LiquidType.dbc use, players will now get proper auras in special liquids * Turned off slime damage by default (Naxxramas uses periodic damage aura for this purpose) * Implemented liquid type overrides basing on area/zone * Renamed final temp_gameobject_models to GameObjectModels.dtree (the temporary one produced by vmap extractor remains unaffected) Note: Map and Vmap re-extraction is required
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@@ -233,7 +233,7 @@ namespace VMAP
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{
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floor = info.ground_Z;
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ASSERT(floor < std::numeric_limits<float>::max());
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type = info.hitModel->GetLiquidType();
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type = info.hitModel->GetLiquidType(); // entry from LiquidType.dbc
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if (reqLiquidType && !(type & reqLiquidType))
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return false;
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if (info.hitInstance->GetLiquidLevel(pos, info, level))
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@@ -335,7 +335,7 @@ namespace VMAP
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void TileAssembler::exportGameobjectModels()
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{
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FILE* model_list = fopen((iSrcDir + "/" + GAMEOBJECT_MODELS).c_str(), "rb");
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FILE* model_list = fopen((iSrcDir + "/" + "temp_gameobject_models").c_str(), "rb");
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FILE* model_list_copy = fopen((iDestDir + "/" + GAMEOBJECT_MODELS).c_str(), "wb");
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if (!model_list || !model_list_copy)
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return;
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@@ -392,9 +392,8 @@ namespace VMAP
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uint32 GroupModel::GetLiquidType() const
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{
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// convert to type mask, matching MAP_LIQUID_TYPE_* defines in Map.h
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if (iLiquid)
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return (1 << iLiquid->GetType());
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return iLiquid->GetType();
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return 0;
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}
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@@ -24,9 +24,9 @@
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namespace VMAP
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{
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const char VMAP_MAGIC[] = "VMAP_4.0";
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const char RAW_VMAP_MAGIC[] = "VMAP004"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "temp_gameobject_models";
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const char VMAP_MAGIC[] = "VMAP_4.1";
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const char RAW_VMAP_MAGIC[] = "VMAP041"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
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// defined in TileAssembler.cpp currently...
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bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len);
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