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)
This commit is contained in:
Giacomo Pozzoni
2021-02-21 17:29:09 +01:00
committed by GitHub
parent 69916138bd
commit f96aab2186
3 changed files with 4 additions and 3 deletions

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@@ -2457,7 +2457,7 @@ float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, fl
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(phasemask, x, y, z + collisionHeight, true, 50.0f);
float ground_z = GetHeight(phasemask, x, y, z + Z_OFFSET_FIND_HEIGHT, true, 50.0f);
if (ground)
*ground = ground_z;