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-rw-r--r--src/common/Collision/DynamicTree.cpp2
-rw-r--r--src/common/Collision/Models/ModelInstance.cpp1
-rw-r--r--src/common/Collision/Models/WorldModel.cpp1
-rw-r--r--src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp2
4 files changed, 2 insertions, 4 deletions
diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp
index 5d2e18b1a2e..111606644de 100644
--- a/src/common/Collision/DynamicTree.cpp
+++ b/src/common/Collision/DynamicTree.cpp
@@ -248,7 +248,7 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
{
- G3D::Vector3 v(x, y, z);
+ G3D::Vector3 v(x, y, z + 0.5f);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
DynamicTreeIntersectionCallback callback(phasemask);
impl->intersectZAllignedRay(r, callback, maxSearchDist);
diff --git a/src/common/Collision/Models/ModelInstance.cpp b/src/common/Collision/Models/ModelInstance.cpp
index 10b83f1cb4f..54e5fe5c295 100644
--- a/src/common/Collision/Models/ModelInstance.cpp
+++ b/src/common/Collision/Models/ModelInstance.cpp
@@ -19,7 +19,6 @@
#include "ModelInstance.h"
#include "WorldModel.h"
#include "MapTree.h"
-#include "VMapDefinitions.h"
using G3D::Vector3;
using G3D::Ray;
diff --git a/src/common/Collision/Models/WorldModel.cpp b/src/common/Collision/Models/WorldModel.cpp
index 7f009f1f330..96ee6d2d55c 100644
--- a/src/common/Collision/Models/WorldModel.cpp
+++ b/src/common/Collision/Models/WorldModel.cpp
@@ -17,7 +17,6 @@
*/
#include "WorldModel.h"
-#include "ModelInstance.h"
#include "VMapDefinitions.h"
#include "MapTree.h"
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
index 2e013c44ae8..d7624615099 100644
--- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
@@ -61,7 +61,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
// Limit height change
const float distanceZ = float(rand_norm()) * travelDistZ/2.0f;
destZ = respZ + distanceZ;
- float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f);
+ float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.5f);
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (levelZ >= destZ)