diff options
author | Jeremy <Golrag@users.noreply.github.com> | 2017-12-29 22:32:07 +0100 |
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committer | jackpoz <giacomopoz@gmail.com> | 2017-12-29 22:32:07 +0100 |
commit | e42903ec16f4849b71bc8736e3151a1e11d3cd25 (patch) | |
tree | 80bfb40b6e9f0c8acd8fa842b8af803ed5734a0d /src/common/Collision | |
parent | e2a97ba7e789748aaa46ace153382573fd7d7df5 (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')
-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 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); |