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)
This commit is contained in:
treeston
2017-06-10 15:08:35 +02:00
committed by Carbenium
parent 2e8ce5a70f
commit 5392212799
12 changed files with 73 additions and 118 deletions

View File

@@ -1055,8 +1055,15 @@ public:
static bool HandleDebugLoSCommand(ChatHandler* handler, char const* /*args*/)
{
if (Unit* unit = handler->getSelectedUnit())
handler->PSendSysMessage("Unit %s (%s) is %sin LoS", unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), handler->GetSession()->GetPlayer()->IsWithinLOSInMap(unit) ? "" : "not ");
return true;
{
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("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
return true;
}
return false;
}
static bool HandleDebugSetAuraStateCommand(ChatHandler* handler, char const* args)