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Core/Movement: merged Collision height handling from 335 branch to reduce the probability that creatures are falling under the map
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@@ -221,7 +221,7 @@ bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const
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{
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G3D::Vector3 v(x, y, z + 0.5f);
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phaseShift);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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