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Core/GameObjects: Skip gameobjects with M2 models when searching for area info (perf optimization, they dont have any area info)
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@@ -145,6 +145,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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#endif
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owner = std::move(modelOwner);
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isWmo = it->second.isWmo;
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return true;
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}
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@@ -187,7 +188,7 @@ bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool sto
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void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const
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{
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if (!isCollisionEnabled() || !owner->IsSpawned())
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if (!isCollisionEnabled() || !owner->IsSpawned() || !isMapObject())
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return;
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if (!owner->IsInPhase(phaseShift))
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@@ -54,7 +54,7 @@ public:
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class TC_COMMON_API GameObjectModel /*, public Intersectable*/
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{
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GameObjectModel() : _collisionEnabled(false), iInvScale(0), iScale(0), iModel(nullptr) { }
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GameObjectModel() : _collisionEnabled(false), iInvScale(0), iScale(0), iModel(nullptr), isWmo(false) { }
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public:
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std::string name;
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@@ -67,6 +67,7 @@ public:
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/* Enables/disables collision */
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void enableCollision(bool enable) { _collisionEnabled = enable; }
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bool isCollisionEnabled() const { return _collisionEnabled; }
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bool isMapObject() const { return isWmo; }
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bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const;
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void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
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@@ -86,6 +87,7 @@ private:
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float iScale;
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VMAP::WorldModel* iModel;
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std::unique_ptr<GameObjectModelOwnerBase> owner;
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bool isWmo;
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};
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TC_COMMON_API void LoadGameObjectModelList(std::string const& dataPath);
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