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Core/Collision: Replaced phasemask with proper phases in GameObject c…
…ollision calculation
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@@ -495,7 +495,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
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if (_owner->IsFlying())
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point.z = z;
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else
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point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), point.x, point.y, z);
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point.z = _owner->GetMap()->GetHeight(_owner->GetPhases(), point.x, point.y, z);
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init.Path().push_back(point);
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}
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@@ -578,7 +578,7 @@ void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
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void MotionMaster::MoveFall(uint32 id /*=0*/)
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{
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// use larger distance for vmap height search than in most other cases
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float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
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float tz = _owner->GetMap()->GetHeight(_owner->GetPhases(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
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if (tz <= INVALID_HEIGHT)
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{
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TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).",
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