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authorGiacomo Pozzoni <giacomopoz@gmail.com>2021-02-21 17:29:09 +0100
committerShauren <shauren.trinity@gmail.com>2022-03-06 22:24:01 +0100
commit9bcff210f90d57689557b7b8cc20cd336b8ab035 (patch)
tree7c0eb1e44a36f4a3ca7926c39fcf1c934d5481e9 /src/server/game/Maps/Map.cpp
parentf17dc43bff44fc4f6edb13fda3ffe86e2dfb0a99 (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) (cherry picked from commit f96aab2186d17ddd286fa42913f3f14e9562c4eb)
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 07d20d19b1f..e23b413bf6a 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2556,7 +2556,7 @@ float Map::GetWaterOrGroundLevel(PhaseShift const& phaseShift, float x, float y,
if (GetGrid(PhasingHandler::GetTerrainMapId(phaseShift, this, x, y), x, y))
{
// we need ground level (including grid height version) for proper return water level in point
- float ground_z = GetHeight(phaseShift, x, y, z + collisionHeight, true, 50.0f);
+ float ground_z = GetHeight(phaseShift, x, y, z + Z_OFFSET_FIND_HEIGHT, true, 50.0f);
if (ground)
*ground = ground_z;