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Core/Maps: Use a fixed offset instead of full collision height when retrieving floor Z (#26092)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
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@@ -2457,7 +2457,7 @@ float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, fl
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if (const_cast<Map*>(this)->GetGrid(x, y))
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{
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// we need ground level (including grid height version) for proper return water level in point
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float ground_z = GetHeight(phasemask, x, y, z + collisionHeight, true, 50.0f);
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float ground_z = GetHeight(phasemask, x, y, z + Z_OFFSET_FIND_HEIGHT, true, 50.0f);
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if (ground)
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*ground = ground_z;
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