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author | Shauren <shauren.trinity@gmail.com> | 2024-11-28 17:08:56 +0100 |
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committer | Shauren <shauren.trinity@gmail.com> | 2024-11-28 17:08:56 +0100 |
commit | 53b4501ce9b072cfffe7de7f348094f443e36950 (patch) | |
tree | 4e21c00e77c1367f8bccee77039ccef40f023588 /src/common | |
parent | 5c7f9a57c75f763866452e2f116740137df6831c (diff) |
Core/Vmaps: Don't ignore model rotation when calculating liquid level
Closes #30205
Diffstat (limited to 'src/common')
-rw-r--r-- | src/common/Collision/Models/ModelInstance.cpp | 3 |
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; |