From 446fc391f02d3ca8e1332b58f910a5b7d1c8e226 Mon Sep 17 00:00:00 2001 From: Jeremy Date: Fri, 29 Dec 2017 22:32:07 +0100 Subject: Core/Entities: Fix some weird movement due to los issues (#21125) * Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags (cherry picked from commit e42903ec16f4849b71bc8736e3151a1e11d3cd25) --- src/common/Collision/DynamicTree.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/common/Collision/DynamicTree.cpp') diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp index 5111ba7afa0..3d8ca49a4fe 100644 --- a/src/common/Collision/DynamicTree.cpp +++ b/src/common/Collision/DynamicTree.cpp @@ -255,7 +255,7 @@ bool DynamicMapTree::isInLineOfSight(G3D::Vector3 const& startPos, G3D::Vector3 float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const { - G3D::Vector3 v(x, y, z + 0.5f); + G3D::Vector3 v(x, y, z); G3D::Ray r(v, G3D::Vector3(0, 0, -1)); DynamicTreeIntersectionCallback callback(phaseShift); impl->intersectZAllignedRay(r, callback, maxSearchDist); -- cgit v1.2.3