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authorOvahlord <dreadkiller@gmx.de>2020-05-02 00:06:34 +0200
committerOvahlord <dreadkiller@gmx.de>2020-05-02 00:06:34 +0200
commita548d9f9b021a54cfc9013b7e104ccf524e88358 (patch)
tree0df5e21452466028800a36f1e32c3cdccc9b23fc /src
parent978745220a22a50a918a100c66819915ffe219e8 (diff)
Core/Objects: use the static vmap check in MovePositionToFirstCollision for all path results to avoid falling below wmo surfaces when the mmap path returns unreliable data
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Object/Object.cpp27
1 files changed, 12 insertions, 15 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 352fb8554a5..05f62aa1394 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -3283,24 +3283,21 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
desty = result.y;
destz = result.z;
- // Object is using a shortcut. Check static LOS
+ // check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
- if (path.GetPathType() & PATHFIND_SHORTCUT)
- {
- bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(),
- pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
- destx, desty, destz + halfHeight,
- destx, desty, destz, -0.5f);
+ bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(),
+ pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
+ destx, desty, destz + halfHeight,
+ destx, desty, destz, -0.5f);
- destz -= halfHeight;
+ destz -= halfHeight;
- // Collided with static LOS object, move back to collision point
- if (col)
- {
- destx -= CONTACT_DISTANCE * std::cos(angle);
- desty -= CONTACT_DISTANCE * std::sin(angle);
- dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
- }
+ // Collided with static LOS object, move back to collision point
+ if (col)
+ {
+ destx -= CONTACT_DISTANCE * std::cos(angle);
+ desty -= CONTACT_DISTANCE * std::sin(angle);
+ dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
// check dynamic collision