diff options
| author | Shauren <shauren.trinity@gmail.com> | 2025-10-31 13:49:07 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2025-10-31 13:49:07 +0100 |
| commit | 0b4f02c00212add794467a6ef3579ecda8faa8eb (patch) | |
| tree | 80e3cefd07f7c1ce34f8cb1c706f44fe97e5751a /src/common/Collision/Models/GameObjectModel.cpp | |
| parent | f1c7caec27ec57c58b4fe54e1f42d09bc647396e (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.cpp | 3 |
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; |
