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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp12
1 files changed, 1 insertions, 11 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 4d118525e77..c6ff7b651de 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -3166,17 +3166,7 @@ bool Unit::IsUnderWater() const
bool Unit::IsInAir(Position const destination, float destinationFloor, bool honorHover/* = true*/) const
{
- 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")
+ return std::fabs(destination.GetPositionZ() - (honorHover ? GetHoverOffset() : 0.f) - destinationFloor) > 0.1f;
}
void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)