Core/Maps: Move terrain data handling out of Map class
Port From (https://github.com/TrinityCore/TrinityCore/commit/16a06346aea16ffd6ee84081cedfdb0c75ac0b38)
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@@ -941,8 +941,8 @@ namespace Game.Spells
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float ground = m_caster.GetMapHeight(x, y, z);
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float liquidLevel = MapConst.VMAPInvalidHeightValue;
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LiquidData liquidData;
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if (m_caster.GetMap().GetLiquidStatus(m_caster.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out liquidData, m_caster.GetCollisionHeight()) != 0)
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LiquidData liquidData = new();
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if (m_caster.GetMap().GetLiquidStatus(m_caster.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, liquidData, m_caster.GetCollisionHeight()) != 0)
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liquidLevel = liquidData.level;
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if (liquidLevel <= ground) // When there is no liquid Map.GetWaterOrGroundLevel returns ground level
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