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authorJelle Meeus <sogladev@gmail.com>2024-12-01 21:09:47 +0100
committerGitHub <noreply@github.com>2024-12-01 17:09:47 -0300
commit2d616ce0e84dbead46460d32670862ac0ad1461d (patch)
treeb7e660095d3d92d3aed3724268d150a9d6400cb4 /src/common
parentcf7959238ad3a375a3549f4087ee18a35df0776b (diff)
fix(Core/Vmaps): Do not ignore model rotation when calculating liquid level (#20760)
cherry-picked from: https://github.com/TrinityCore/TrinityCore/commit/53b4501ce9b072cfffe7de7f348094f443e36950 Co-authored-by: Shauren <shauren.trinity@gmail.com>
Diffstat (limited to 'src/common')
-rw-r--r--src/common/Collision/Models/ModelInstance.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/common/Collision/Models/ModelInstance.cpp b/src/common/Collision/Models/ModelInstance.cpp
index 4a540a7857..a18d5d4f9f 100644
--- a/src/common/Collision/Models/ModelInstance.cpp
+++ b/src/common/Collision/Models/ModelInstance.cpp
@@ -150,8 +150,7 @@ namespace VMAP
if (info.hitModel->GetLiquidLevel(pModel, zDist))
{
// calculate world height (zDist in model coords):
- // assume WMO not tilted (wouldn't make much sense anyway)
- liqHeight = zDist * iScale + iPos.z;
+ liqHeight = (Vector3(pModel.x, pModel.y, zDist) * iInvRot * iScale + iPos).z;
return true;
}
return false;