fix(CORE): Missing override on various functions (#2602)
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@@ -1899,12 +1899,12 @@ GridMap* Map::GetGrid(float x, float y)
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return GridMaps[gx][gy];
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}
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float Map::GetWaterOrGroundLevel(float x, float y, float z, float* ground /*= NULL*/, bool /*swim = false*/, float maxSearchDist /*= 50.0f*/) const
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float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground /*= NULL*/, bool /*swim = false*/, float maxSearchDist /*= 50.0f*/) const
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{
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if (const_cast<Map*>(this)->GetGrid(x, y))
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{
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// we need ground level (including grid height version) for proper return water level in point
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float ground_z = GetHeight(PHASEMASK_NORMAL, x, y, z, true, maxSearchDist);
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float ground_z = GetHeight(phasemask, x, y, z, true, maxSearchDist);
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if (ground)
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*ground = ground_z;
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@@ -470,7 +470,7 @@ class Map : public GridRefManager<NGridType>
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BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return NULL; }
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const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return NULL; }
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float GetWaterOrGroundLevel(float x, float y, float z, float* ground = NULL, bool swim = false, float maxSearchDist = 50.0f) const;
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float GetWaterOrGroundLevel(uint32 phasemask,float x, float y, float z, float* ground = NULL, bool swim = false, float maxSearchDist = 50.0f) const;
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float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
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void Balance() { _dynamicTree.balance(); }
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