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authorGiacomo Pozzoni <giacomopoz@gmail.com>2021-02-21 17:29:09 +0100
committerGitHub <noreply@github.com>2021-02-21 17:29:09 +0100
commitf96aab2186d17ddd286fa42913f3f14e9562c4eb (patch)
treee06d165e7d1101c4521ffbda346efd1b147b9aee /src/server/game/Entities/Object
parent69916138bdb61444c53acb059987e7b058bc175e (diff)
Core/Maps: Use a fixed offset instead of full collision height when retrieving floor Z (#26092)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Object.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 1ed1b859855..87a5a693e5f 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -3554,7 +3554,7 @@ float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
- return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
+ return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + Z_OFFSET_FIND_HEIGHT));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
@@ -3567,7 +3567,7 @@ float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* gr
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
- z += GetCollisionHeight();
+ z += Z_OFFSET_FIND_HEIGHT;
return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch);
}