diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Maps/GridMap.cpp | 6 |
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 |