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authorclick <none@none>2010-07-27 17:29:33 +0200
committerclick <none@none>2010-07-27 17:29:33 +0200
commite5b7f6ad01cbf85c6212f0cc4e8584c621f225b7 (patch)
tree2a007a1272a4cccd060bd3171c8aed4fb9c65e05 /src/server/collision/Management/VMapManager2.cpp
parentdbd76ef9edce23543c1d1732269c889da79fc350 (diff)
Add option for search distance to getHeight() functions and make Creature::FallGround() use VMaps properly. (Fix by Lynx3d)
This finally prevents flying creatures from falling to infinity (basically instantly diappearing) in several instances, aswell as prevent creatures from falling inside larger solid object around the world. --HG-- branch : trunk
Diffstat (limited to 'src/server/collision/Management/VMapManager2.cpp')
-rw-r--r--src/server/collision/Management/VMapManager2.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/collision/Management/VMapManager2.cpp b/src/server/collision/Management/VMapManager2.cpp
index 61b202c9342..4f009fabeb1 100644
--- a/src/server/collision/Management/VMapManager2.cpp
+++ b/src/server/collision/Management/VMapManager2.cpp
@@ -235,7 +235,7 @@ namespace VMAP
get height or INVALID_HEIGHT if no height available
*/
- float VMapManager2::getHeight(unsigned int pMapId, float x, float y, float z)
+ float VMapManager2::getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist)
{
float height = VMAP_INVALID_HEIGHT_VALUE; //no height
if (isHeightCalcEnabled())
@@ -244,7 +244,7 @@ namespace VMAP
if (instanceTree != iInstanceMapTrees.end())
{
Vector3 pos = convertPositionToInternalRep(x,y,z);
- height = instanceTree->second->getHeight(pos);
+ height = instanceTree->second->getHeight(pos, maxSearchDist);
if (!(height < G3D::inf()))
{
height = VMAP_INVALID_HEIGHT_VALUE; //no height