Core/Movement: merged Collision height handling from 335 branch to reduce the probability that creatures are falling under the map

This commit is contained in:
Ovahlord
2019-02-17 23:40:24 +01:00
parent 3357ae7940
commit 50a91bd590
16 changed files with 134 additions and 138 deletions

View File

@@ -1329,10 +1329,10 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
float angle = float(rand_norm()) * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dist, angle);
float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseShift(), x, y, z, true, 50.0f);
float ground = m_caster->GetMapHeight(x, y, z);
float liquidLevel = VMAP_INVALID_HEIGHT_VALUE;
LiquidData liquidData;
if (m_caster->GetMap()->GetLiquidStatus(m_caster->GetPhaseShift(), x, y, z, MAP_ALL_LIQUIDS, &liquidData))
if (m_caster->GetMap()->GetLiquidStatus(m_caster->GetPhaseShift(), x, y, z, MAP_ALL_LIQUIDS, &liquidData, m_caster->GetCollisionHeight()))
liquidLevel = liquidData.level;
if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level