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author | Jeremy <Golrag@users.noreply.github.com> | 2017-12-29 22:32:07 +0100 |
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committer | funjoker <funjoker109@gmail.com> | 2021-04-15 05:53:27 +0200 |
commit | 446fc391f02d3ca8e1332b58f910a5b7d1c8e226 (patch) | |
tree | 5d01bfbbcde6b263d330c0647092ca48bf98f62b /src/common/Collision/DynamicTree.cpp | |
parent | 61585de8aee2f2168e54c713d5bfb7c61444d4b3 (diff) |
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
(cherry picked from commit e42903ec16f4849b71bc8736e3151a1e11d3cd25)
Diffstat (limited to 'src/common/Collision/DynamicTree.cpp')
-rw-r--r-- | src/common/Collision/DynamicTree.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp index 5111ba7afa0..3d8ca49a4fe 100644 --- a/src/common/Collision/DynamicTree.cpp +++ b/src/common/Collision/DynamicTree.cpp @@ -255,7 +255,7 @@ bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) 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(phaseShift); impl->intersectZAllignedRay(r, callback, maxSearchDist); |