Core/Vmaps: Don't ignore model rotation when calculating liquid level

Port From (https://github.com/TrinityCore/TrinityCore/commit/53b4501ce9b072cfffe7de7f348094f443e36950)
This commit is contained in:
Hondacrx
2025-02-23 13:05:53 -05:00
parent d43b243e56
commit 74fe86a16a
@@ -132,6 +132,7 @@ namespace Game.Collision
// calculate world height (zDist in model coords):
// assume WMO not tilted (wouldn't make much sense anyway)
liqHeight = zDist * iScale + iPos.Z;
liqHeight = (iInvRot.Multiply(new Vector3(pModel.X, pModel.Y, zDist)) * iScale + iPos).Z;
return true;
}
return false;