diff options
author | Jeremy <Golrag@users.noreply.github.com> | 2017-12-29 22:32:07 +0100 |
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committer | jackpoz <giacomopoz@gmail.com> | 2017-12-29 22:32:07 +0100 |
commit | e42903ec16f4849b71bc8736e3151a1e11d3cd25 (patch) | |
tree | 80bfb40b6e9f0c8acd8fa842b8af803ed5734a0d /src/server/game/Spells/Spell.cpp | |
parent | e2a97ba7e789748aaa46ace153382573fd7d7df5 (diff) |
Core/Entities: Fix some weird movement due to los issues (#21125)
* Core/Entities: Fix some weird movement due to los issues
- Made LoS check use collisionHeight instead of midsection. Value was too low.
- Gnomes will now have a breath bar more quickly than for example a tauren.
- Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we
* Add 0.05f to isInAir check in Creature::UpdateMovementFlags
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 1418f7cff4c..17a2bb9ad16 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1334,10 +1334,10 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici float angle = float(rand_norm()) * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f); m_caster->GetClosePoint(x, y, z, DEFAULT_PLAYER_BOUNDING_RADIUS, dist, angle); - float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseMask(), x, y, z, true, 50.0f); + float ground = m_caster->GetMapHeight(x, y, z); float liquidLevel = VMAP_INVALID_HEIGHT_VALUE; LiquidData liquidData; - if (m_caster->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData)) + if (m_caster->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData, m_caster->GetCollisionHeight())) liquidLevel = liquidData.level; if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level |