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)
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@@ -115,7 +115,7 @@ namespace Game.Entities
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public void UpdatePositionData()
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{
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PositionFullTerrainStatus data = new();
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GetMap().GetFullTerrainStatusForPosition(_phaseShift, GetPositionX(), GetPositionY(), GetPositionZ(), data, LiquidHeaderTypeFlags.AllLiquids);
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GetMap().GetFullTerrainStatusForPosition(_phaseShift, GetPositionX(), GetPositionY(), GetPositionZ(), data, LiquidHeaderTypeFlags.AllLiquids, GetCollisionHeight());
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ProcessPositionDataChanged(data);
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}
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