#include "GridTerrainData.h"
◆ LiquidData()
LiquidData::LiquidData |
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default |
◆ DepthLevel
◆ Entry
uint32 LiquidData::Entry { 0 } |
◆ Flags
uint32 LiquidData::Flags { 0 } |
◆ Level
◆ Status
@ LIQUID_MAP_NO_WATER
Definition GridTerrainData.h:191
Referenced by PathGenerator::BuildPolyPath(), Map::GetFullTerrainStatusForPosition(), GridTerrainData::GetLiquidData(), Map::GetLiquidData(), PathGenerator::GetNavTerrain(), Map::GetWaterOrGroundLevel(), misc_commandscript::HandleGPSCommand(), Map::HasEnoughWater(), Unit::isInAccessiblePlaceFor(), Map::IsInWater(), Unit::IsUnderWater(), Map::IsUnderWater(), Unit::ProcessTerrainStatusUpdate(), Player::ProcessTerrainStatusUpdate(), Spell::SelectImplicitCasterDestTargets(), and Creature::UpdateMovementFlags().
The documentation for this struct was generated from the following file: