diff options
| author | ccrs <ccrs@users.noreply.github.com> | 2025-10-25 23:26:43 +0200 |
|---|---|---|
| committer | ccrs <ccrs@users.noreply.github.com> | 2025-10-25 23:26:43 +0200 |
| commit | 00ddc355686e7d300f0cd2fcfd1a9b0c97aeb07f (patch) | |
| tree | 63cd0c55250b6da5862bd4ac087fa1188b6a2800 /src | |
| parent | c5e2a9485f23b7becbc9883db7dae440d57e5f0f (diff) | |
Core/Entities: handle more edge cases in IsInAir
can be done in one liner, with one math expression if I'm not mistaken, but this allows easier debugging
Diffstat (limited to 'src')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index c6ff7b651de..4d118525e77 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -3166,7 +3166,17 @@ bool Unit::IsUnderWater() const bool Unit::IsInAir(Position const destination, float destinationFloor, bool honorHover/* = true*/) const { - return std::fabs(destination.GetPositionZ() - (honorHover ? GetHoverOffset() : 0.f) - destinationFloor) > 0.1f; + float z = destination.GetPositionZ(); + if (z < destinationFloor - 0.5f) // if really bellow ground, in air (caves,...) + return true; + float hoverHeight = GetHoverOffset(); // height if currently hovering + if (GetTypeId() == TYPEID_UNIT) { + hoverHeight = ToCreature()->CanHover() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.f; // height if could hover + } + z = destination.GetPositionZ() - (honorHover ? hoverHeight : 0.f); + if (z <= destinationFloor + 0.5f) // if is bellow ground or slightly above it, not in air - should hover too + return false; + return std::fabs(z - destinationFloor) > 0.5f; // if the difference is higher than tolerance level, in air (todo: this should most likely take into account unit's "size") } void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data) |
