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-rw-r--r--src/server/game/Maps/GridMap.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/server/game/Maps/GridMap.cpp b/src/server/game/Maps/GridMap.cpp
index 247a22b5d89..2d06aa25687 100644
--- a/src/server/game/Maps/GridMap.cpp
+++ b/src/server/game/Maps/GridMap.cpp
@@ -593,6 +593,8 @@ float GridMap::getLiquidLevel(float x, float y) const
return _liquidMap[cx_int*_liquidWidth + cy_int];
}
+constexpr float GROUND_LEVEL_OFFSET_HACK = 0.02f; // due to floating point precision issues, we have to resort to a small hack to fix inconsistencies in liquids
+
// Get water state on map
ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, Optional<map_liquidHeaderTypeFlags> ReqLiquidType, LiquidData* data, float collisionHeight) const
{
@@ -656,11 +658,11 @@ ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, Optional<map_l
// Get water level
float liquid_level = _liquidMap ? _liquidMap[lx_int*_liquidWidth + ly_int] : _liquidLevel;
- // Get ground level (sub 0.2 for fix some errors)
+ // Get ground level (sub 0.02 for fix some errors)
float ground_level = getHeight(x, y);
// Check water level and ground level
- if (liquid_level < ground_level || z < ground_level)
+ if (liquid_level < (ground_level - GROUND_LEVEL_OFFSET_HACK) || z < (ground_level - GROUND_LEVEL_OFFSET_HACK))
return LIQUID_MAP_NO_WATER;
// All ok in water -> store data