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-rw-r--r--src/game/Map.cpp4
-rw-r--r--src/game/Map.h2
-rw-r--r--src/game/SpellEffects.cpp2
3 files changed, 4 insertions, 4 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 044d48cac36..4d6c10107eb 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -1989,7 +1989,7 @@ void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 area
zoneid = entry ? (( entry->zone != 0 ) ? entry->zone : entry->ID) : 0;
}
-bool Map::IsInWater(float x, float y, float pZ) const
+bool Map::IsInWater(float x, float y, float pZ, float min_depth) const
{
// Check surface in x, y point for liquid
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
@@ -1997,7 +1997,7 @@ bool Map::IsInWater(float x, float y, float pZ) const
LiquidData liquid_status;
if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, &liquid_status))
{
- if (liquid_status.level - liquid_status.depth_level > 2)
+ if (liquid_status.level - liquid_status.depth_level > min_depth)
return true;
}
}
diff --git a/src/game/Map.h b/src/game/Map.h
index 4caa1942c3c..0e0c3cdc1c8 100644
--- a/src/game/Map.h
+++ b/src/game/Map.h
@@ -310,7 +310,7 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
// can return INVALID_HEIGHT if under z+2 z coord not found height
float GetHeight(float x, float y, float z, bool pCheckVMap=true) const;
float GetVmapHeight(float x, float y, float z, bool useMaps) const;
- bool IsInWater(float x, float y, float z) const; // does not use z pos. This is for future use
+ bool IsInWater(float x, float y, float z, float min_depth = 2.0f) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data = 0) const;
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 4f44c7f98ed..961e479a276 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -6423,7 +6423,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
if(goinfo->type==GAMEOBJECT_TYPE_FISHINGNODE)
{
- if ( !cMap->IsInWater(fx, fy, fz-0.5f)) // Hack to prevent fishing bobber from failing to land on fishing hole
+ if ( !cMap->IsInWater(fx, fy, fz-0.5f, 0.5f)) // Hack to prevent fishing bobber from failing to land on fishing hole
{ // but this is not proper, we really need to ignore not materialized objects
SendCastResult(SPELL_FAILED_NOT_HERE);
SendChannelUpdate(0);