Core/Entities: Fix some weird movement due to los issues

Port From (https://github.com/TrinityCore/TrinityCore/commit/446fc391f02d3ca8e1332b58f910a5b7d1c8e226)
This commit is contained in:
hondacrx
2021-04-16 16:14:43 -04:00
parent 76b09c2731
commit 17132dd6b6
12 changed files with 93 additions and 95 deletions
+6 -4
View File
@@ -824,7 +824,8 @@ namespace Game.Entities
{
var displayInfo = CliDB.CreatureDisplayInfoStorage.LookupByKey(GetNativeDisplayId());
var modelData = CliDB.CreatureModelDataStorage.LookupByKey(displayInfo.ModelID);
return scaleMod * (mountModelData.MountHeight + modelData.CollisionHeight * 0.5f);
float collisionHeight = scaleMod * (mountModelData.MountHeight + modelData.CollisionHeight * modelData.ModelScale * displayInfo.CreatureModelScale * 0.5f);
return collisionHeight == 0.0f ? MapConst.DefaultCollesionHeight : collisionHeight;
}
}
}
@@ -833,7 +834,8 @@ namespace Game.Entities
var defaultDisplayInfo = CliDB.CreatureDisplayInfoStorage.LookupByKey(GetNativeDisplayId());
var defaultModelData = CliDB.CreatureModelDataStorage.LookupByKey(defaultDisplayInfo.ModelID);
return scaleMod * defaultModelData.CollisionHeight;
float collisionHeight1 = scaleMod * defaultModelData.CollisionHeight * defaultModelData.ModelScale * defaultDisplayInfo.CreatureModelScale;
return collisionHeight1 == 0.0f ? MapConst.DefaultCollesionHeight : collisionHeight1;
}
public Guardian GetGuardianPet()
@@ -1005,12 +1007,12 @@ namespace Game.Entities
if (player != null)
player.SetFallInformation(0, GetPositionZ());
float height = pos.GetPositionZ();
float height = pos.GetPositionZ() + vehicle.GetBase().GetCollisionHeight();
MoveSplineInit init = new(this);
// Creatures without inhabit type air should begin falling after exiting the vehicle
if (IsTypeId(TypeId.Unit) && !ToCreature().CanFly() && height > GetMap().GetWaterOrGroundLevel(GetPhaseShift(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), ref height) + 0.1f)
if (IsTypeId(TypeId.Unit) && !ToCreature().CanFly() && height > GetMap().GetWaterOrGroundLevel(GetPhaseShift(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() + vehicle.GetBase().GetCollisionHeight(), ref height))
init.SetFall();
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false);