diff options
author | Giacomo Pozzoni <giacomopoz@gmail.com> | 2021-02-21 17:29:09 +0100 |
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committer | Shauren <shauren.trinity@gmail.com> | 2022-03-06 22:24:01 +0100 |
commit | 9bcff210f90d57689557b7b8cc20cd336b8ab035 (patch) | |
tree | 7c0eb1e44a36f4a3ca7926c39fcf1c934d5481e9 /src/server/game/Maps/Map.cpp | |
parent | f17dc43bff44fc4f6edb13fda3ffe86e2dfb0a99 (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.cpp | 2 |
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; |