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authorGiacomo Pozzoni <giacomopoz@gmail.com>2021-02-21 17:29:09 +0100
committerShauren <shauren.trinity@gmail.com>2022-03-06 22:24:01 +0100
commit9bcff210f90d57689557b7b8cc20cd336b8ab035 (patch)
tree7c0eb1e44a36f4a3ca7926c39fcf1c934d5481e9
parentf17dc43bff44fc4f6edb13fda3ffe86e2dfb0a99 (diff)
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) (cherry picked from commit f96aab2186d17ddd286fa42913f3f14e9562c4eb)
-rw-r--r--src/server/game/Entities/Object/Object.cpp4
-rw-r--r--src/server/game/Maps/Map.cpp2
-rw-r--r--src/server/game/Miscellaneous/SharedDefines.h1
3 files changed, 4 insertions, 3 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 995f1b7b29c..191b88464d8 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -3588,7 +3588,7 @@ float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
- return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
+ return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + Z_OFFSET_FIND_HEIGHT));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
@@ -3601,7 +3601,7 @@ float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* gr
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
- z += GetCollisionHeight();
+ z += Z_OFFSET_FIND_HEIGHT;
return GetMap()->GetHeight(GetPhaseShift(), x, y, z, vmap, distanceToSearch);
}
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 07d20d19b1f..e23b413bf6a 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2556,7 +2556,7 @@ float Map::GetWaterOrGroundLevel(PhaseShift const& phaseShift, float x, float y,
if (GetGrid(PhasingHandler::GetTerrainMapId(phaseShift, this, x, y), x, y))
{
// we need ground level (including grid height version) for proper return water level in point
- float ground_z = GetHeight(phaseShift, x, y, z + collisionHeight, true, 50.0f);
+ float ground_z = GetHeight(phaseShift, x, y, z + Z_OFFSET_FIND_HEIGHT, true, 50.0f);
if (ground)
*ground = ground_z;
diff --git a/src/server/game/Miscellaneous/SharedDefines.h b/src/server/game/Miscellaneous/SharedDefines.h
index 6b8ecd4759b..e7763702c9a 100644
--- a/src/server/game/Miscellaneous/SharedDefines.h
+++ b/src/server/game/Miscellaneous/SharedDefines.h
@@ -21,6 +21,7 @@
#include "Define.h"
float const GROUND_HEIGHT_TOLERANCE = 0.05f; // Extra tolerance to z position to check if it is in air or on ground.
+constexpr float Z_OFFSET_FIND_HEIGHT = 0.5f;
enum SpellEffIndex : uint8
{