Core/Objects: use the actual collision height of players and creatures to get more accurate liquid status results

Port From (https://github.com/TrinityCore/TrinityCore/commit/d5daa2ad49a5a5d23ec4fae7508998ff9b1b6ad1)
This commit is contained in:
hondacrx
2021-11-29 17:27:43 -05:00
parent 2079cd1094
commit 356bbb8823
3 changed files with 9 additions and 4 deletions
+1 -1
View File
@@ -115,7 +115,7 @@ namespace Game.Entities
public void UpdatePositionData()
{
PositionFullTerrainStatus data = new();
GetMap().GetFullTerrainStatusForPosition(_phaseShift, GetPositionX(), GetPositionY(), GetPositionZ(), data, LiquidHeaderTypeFlags.AllLiquids);
GetMap().GetFullTerrainStatusForPosition(_phaseShift, GetPositionX(), GetPositionY(), GetPositionZ(), data, LiquidHeaderTypeFlags.AllLiquids, GetCollisionHeight());
ProcessPositionDataChanged(data);
}