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authorJeremy <Golrag@users.noreply.github.com>2017-12-29 22:32:07 +0100
committerjackpoz <giacomopoz@gmail.com>2017-12-29 22:32:07 +0100
commite42903ec16f4849b71bc8736e3151a1e11d3cd25 (patch)
tree80bfb40b6e9f0c8acd8fa842b8af803ed5734a0d /src/common/Collision/DynamicTree.cpp
parente2a97ba7e789748aaa46ace153382573fd7d7df5 (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
Diffstat (limited to 'src/common/Collision/DynamicTree.cpp')
-rw-r--r--src/common/Collision/DynamicTree.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp
index 46dfdb1707e..f62b7d5da68 100644
--- a/src/common/Collision/DynamicTree.cpp
+++ b/src/common/Collision/DynamicTree.cpp
@@ -244,7 +244,7 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) 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(phasemask);
impl->intersectZAllignedRay(r, callback, maxSearchDist);