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authorShauren <shauren.trinity@gmail.com>2024-11-28 17:08:56 +0100
committerShauren <shauren.trinity@gmail.com>2024-11-28 17:09:22 +0100
commitc0d8dba15a1a25756f4297eaa0647797ca13e376 (patch)
treeec6103c4b6bebf9d2a4be981c6573ef07cfb51d6
parent31f58661d00adc1981c7eaa44d0483a805484c72 (diff)
Core/Vmaps: Don't ignore model rotation when calculating liquid level
Closes #30205 (cherry picked from commit 53b4501ce9b072cfffe7de7f348094f443e36950)
-rw-r--r--src/common/Collision/Models/ModelInstance.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/common/Collision/Models/ModelInstance.cpp b/src/common/Collision/Models/ModelInstance.cpp
index 32415be8fc0..5ed144f12c1 100644
--- a/src/common/Collision/Models/ModelInstance.cpp
+++ b/src/common/Collision/Models/ModelInstance.cpp
@@ -112,8 +112,7 @@ namespace VMAP
if (info.hitModel->GetLiquidLevel(pModel, zDist))
{
// calculate world height (zDist in model coords):
- // assume WMO not tilted (wouldn't make much sense anyway)
- liqHeight = zDist * iScale + iPos.z;
+ liqHeight = (Vector3(pModel.x, pModel.y, zDist) * iInvRot * iScale + iPos).z;
return true;
}
return false;