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authorShauren <shauren.trinity@gmail.com>2025-10-31 13:49:07 +0100
committerShauren <shauren.trinity@gmail.com>2025-10-31 13:49:07 +0100
commit0b4f02c00212add794467a6ef3579ecda8faa8eb (patch)
tree80e3cefd07f7c1ce34f8cb1c706f44fe97e5751a /src/common/Collision/Models/GameObjectModel.cpp
parentf1c7caec27ec57c58b4fe54e1f42d09bc647396e (diff)
Core/Vmaps: Don't ignore gameobject model rotation when calculating liquid level
Diffstat (limited to 'src/common/Collision/Models/GameObjectModel.cpp')
-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index a1b583d14cc..c8866de790d 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -219,8 +219,7 @@ bool GameObjectModel::GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationIn
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;