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authorccrs <ccrs@users.noreply.github.com>2025-10-25 23:26:43 +0200
committerccrs <ccrs@users.noreply.github.com>2025-10-25 23:26:43 +0200
commit00ddc355686e7d300f0cd2fcfd1a9b0c97aeb07f (patch)
tree63cd0c55250b6da5862bd4ac087fa1188b6a2800 /src
parentc5e2a9485f23b7becbc9883db7dae440d57e5f0f (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.cpp12
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)