mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-22 02:04:52 +01:00
Core/Entities: Fix some weird movement due to los issues (#21125)
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags
This commit is contained in:
@@ -244,7 +244,7 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
|
||||
|
||||
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
|
||||
{
|
||||
G3D::Vector3 v(x, y, z + 0.5f);
|
||||
G3D::Vector3 v(x, y, z);
|
||||
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
|
||||
DynamicTreeIntersectionCallback callback(phasemask);
|
||||
impl->intersectZAllignedRay(r, callback, maxSearchDist);
|
||||
|
||||
Reference in New Issue
Block a user