More refactoring of code.
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@@ -1909,7 +1909,7 @@ namespace Game.Entities
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else
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GetHitSpherePointFor(new Position(ox, oy, oz), out x, out y, out z);
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return GetMap().isInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, ignoreFlags);
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return GetMap().IsInLineOfSight(GetPhaseShift(), x, y, z + 2.0f, ox, oy, oz + 2.0f, ignoreFlags);
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}
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return true;
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@@ -2248,7 +2248,7 @@ namespace Game.Entities
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return z;
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}
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LiquidData liquid_status;
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ZLiquidStatus res = obj.GetMap().getLiquidStatus(obj.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out liquid_status);
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ZLiquidStatus res = obj.GetMap().GetLiquidStatus(obj.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out liquid_status);
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if (res != 0 && liquid_status.level > helper) // water must be above ground
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{
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if (liquid_status.level > z) // z is underwater
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@@ -2274,7 +2274,7 @@ namespace Game.Entities
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}
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float destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
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bool col = Global.VMapMgr.getObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY), pos.posX, pos.posY, pos.posZ + 0.5f, destx, desty, destz + 0.5f, out destx, out desty, out destz, -0.5f);
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bool col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY), pos.posX, pos.posY, pos.posZ + 0.5f, destx, desty, destz + 0.5f, out destx, out desty, out destz, -0.5f);
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// collision occured
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if (col)
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@@ -2286,7 +2286,7 @@ namespace Game.Entities
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}
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// check dynamic collision
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col = GetMap().getObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + 0.5f, destx, desty, destz + 0.5f, out destx, out desty, out destz, -0.5f);
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col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + 0.5f, destx, desty, destz + 0.5f, out destx, out desty, out destz, -0.5f);
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// Collided with a gameobject
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if (col)
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