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So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff.
And remove the hack from Sapphiron because I could.
(cherry picked from commit d57307f63d)
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@@ -1055,8 +1055,15 @@ public:
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static bool HandleDebugLoSCommand(ChatHandler* handler, char const* /*args*/)
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{
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if (Unit* unit = handler->getSelectedUnit())
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handler->PSendSysMessage("Unit %s (%s) is %sin LoS", unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), handler->GetSession()->GetPlayer()->IsWithinLOSInMap(unit) ? "" : "not ");
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return true;
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{
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Player* player = handler->GetSession()->GetPlayer();
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handler->PSendSysMessage("Checking LoS %s -> %s:", player->GetName().c_str(), unit->GetName().c_str());
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handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
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handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_GOBJECT) ? "clear" : "obstructed");
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handler->PSendSysMessage("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
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return true;
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}
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return false;
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}
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static bool HandleDebugSetAuraStateCommand(ChatHandler* handler, char const* args)
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