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authorsilver1ce <none@none>2010-01-06 12:15:02 +0200
committersilver1ce <none@none>2010-01-06 12:15:02 +0200
commitf82d5cb3fcef169cf7a62f83935fa6d6b105589d (patch)
tree690e156be323518c0c2ad5372f01684097b5e2f7 /src/game/Map.h
parent4a0af0314ee066f37ecb2a7fb8096ae8180dc966 (diff)
fixed the bug that GetVmapHeight returns incorrect height on terrains(flying units fall below map etc)
also unlocked max ray lenght for getHeight, by default it's 10 yards --HG-- branch : trunk
Diffstat (limited to 'src/game/Map.h')
-rw-r--r--src/game/Map.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Map.h b/src/game/Map.h
index 494618baa8e..a1958677807 100644
--- a/src/game/Map.h
+++ b/src/game/Map.h
@@ -333,7 +333,7 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
// some calls like isInWater should not use vmaps due to processor power
// can return INVALID_HEIGHT if under z+2 z coord not found height
float GetHeight(float x, float y, float z, bool pCheckVMap=true) const;
- float GetVmapHeight(float x, float y, float z, bool useMaps) const;
+ float GetVmapHeight(float x, float y, float z) const;
bool IsInWater(float x, float y, float z, float min_depth = 2.0f) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data = 0) const;