fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)

* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty

Fixes #11293

* buildfix.

Co-Authored-By: HelloKitty <[email protected]>
This commit is contained in:
UltraNix
2022-04-10 09:24:35 -03:00
committed by GitHub
co-authored by HelloKitty
parent 6efc08f42e
commit 47790c9714
27 changed files with 295 additions and 101 deletions
+2 -2
View File
@@ -1000,8 +1000,8 @@ public:
{
Player* player = handler->GetSession()->GetPlayer();
handler->PSendSysMessage("Checking LoS %s -> %s:", player->GetName().c_str(), unit->GetName().c_str());
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_GOBJECT) ? "clear" : "obstructed");
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_GOBJECT_ALL) ? "clear" : "obstructed");
handler->PSendSysMessage("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
return true;
}