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authorShauren <shauren.trinity@gmail.com>2024-11-28 17:08:56 +0100
committerOvahlord <dreadkiller@gmx.de>2024-11-28 17:24:59 +0100
commit4dedfcfe90b0657d5c5f87d58a7d8eaf6375a8f8 (patch)
treee76e55410e515197a284c453b47d57f37abae1b9 /src/common/Collision/Models/ModelInstance.cpp
parentc9a7934b2853f45f5d4f75e3ba6b376784a0d25c (diff)
Core/Vmaps: Don't ignore model rotation when calculating liquid level
Closes #30205 (cherry picked from commit 53b4501ce9b072cfffe7de7f348094f443e36950)
Diffstat (limited to 'src/common/Collision/Models/ModelInstance.cpp')
-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 fb4aa97749f..d5da48a610e 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;