Core/Vmaps: Don't ignore gameobject model rotation when calculating liquid level

This commit is contained in:
Shauren
2025-10-31 13:49:07 +01:00
parent f1c7caec27
commit 0b4f02c002

View File

@@ -219,8 +219,7 @@ bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationIn
if (info.hitModel->GetLiquidLevel(pModel, zDist))
{
// calculate world height (zDist in model coords):
// assume WMO not tilted (wouldn't make much sense anyway)
liqHeight = zDist * iScale + iPos.z;
liqHeight = (Vector3(pModel.x, pModel.y, zDist) * iInvRot * iScale + iPos).z;
return true;
}
return false;