Core/Vmaps: Fix inconsistency of hitInstance and hitModel to cause wrong area ids
Port From (https://github.com/TrinityCore/TrinityCore/commit/6ce66659929cbd680a91dd5caa1a5957f30b0716)
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@@ -194,7 +194,9 @@ namespace Game.Collision
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Vector3 pModel = iInvRot.Multiply(p - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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GroupLocationInfo groupInfo = new();
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, groupInfo))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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// Transform back to world space. Note that:
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@@ -203,6 +205,8 @@ namespace Game.Collision
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float world_Z = (iInvRot.Multiply(modelGround * iScale) + iPos).Z;
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if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
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{
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info.rootId = groupInfo.rootId;
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info.hitModel = groupInfo.hitModel;
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info.ground_Z = world_Z;
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info.hitInstance = this;
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return true;
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