diff options
author | click <none@none> | 2010-07-27 17:29:33 +0200 |
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committer | click <none@none> | 2010-07-27 17:29:33 +0200 |
commit | e5b7f6ad01cbf85c6212f0cc4e8584c621f225b7 (patch) | |
tree | 2a007a1272a4cccd060bd3171c8aed4fb9c65e05 /src/server/game/Maps/Map.cpp | |
parent | dbd76ef9edce23543c1d1732269c889da79fc350 (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/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 6c9b505d6c9..8ae9c969b60 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -1680,7 +1680,7 @@ inline GridMap *Map::GetGrid(float x, float y) return GridMaps[gx][gy]; } -float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const +float Map::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const { // find raw .map surface under Z coordinates float mapHeight; @@ -1704,7 +1704,7 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const if (vmgr->isHeightCalcEnabled()) { // look from a bit higher pos to find the floor - vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f); + vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, maxSearchDist); } else vmapHeight = VMAP_INVALID_HEIGHT_VALUE; |