Fix invisible walls from WMO doodad M2 collision and MOPY filtering

WMO interior doodads (gears, decorations) were blocking player movement
via M2 collision. Skip collision for all WMO doodad M2 instances since
the WMO itself handles wall collision.

Also filter WMO wall collision using MOPY per-triangle flags: only
rendered+collidable triangles block the player, skipping invisible
collision hulls.

Revert tram portal extended range (no longer needed with collision fix).
This commit is contained in:
Kelsi 2026-03-06 12:26:17 -08:00
parent ee4e6a31ce
commit 4cbceced67
7 changed files with 44 additions and 20 deletions

View file

@ -8809,22 +8809,13 @@ void GameHandler::checkAreaTriggers() {
areaTriggerSuppressFirst_ = false;
}
// Deeprun Tram entrance triggers need extended range because WMO
// collision walls block the player from reaching the trigger center.
static const std::unordered_set<uint32_t> extendedRangeTriggers = {
712, 713, // Stormwind/Ironforge → Deeprun Tram (classic IDs)
2166, 2171, // Tram interior exit triggers
2173, 2175, // Stormwind/Ironforge tram entrance (WotLK IDs)
};
for (const auto& at : areaTriggers_) {
if (at.mapId != currentMapId_) continue;
const bool extended = extendedRangeTriggers.count(at.id) > 0;
bool inside = false;
if (at.radius > 0.0f) {
// Sphere trigger — small minimum so player must be near the portal
float effectiveRadius = std::max(at.radius, extended ? 45.0f : 12.0f);
float effectiveRadius = std::max(at.radius, 12.0f);
float dx = px - at.x;
float dy = py - at.y;
float dz = pz - at.z;
@ -8832,7 +8823,7 @@ void GameHandler::checkAreaTriggers() {
inside = (distSq <= effectiveRadius * effectiveRadius);
} else if (at.boxLength > 0.0f || at.boxWidth > 0.0f || at.boxHeight > 0.0f) {
// Box trigger — small minimum so player must walk into the portal area
float boxMin = extended ? 60.0f : 16.0f;
float boxMin = 16.0f;
float effLength = std::max(at.boxLength, boxMin);
float effWidth = std::max(at.boxWidth, boxMin);
float effHeight = std::max(at.boxHeight, boxMin);