From 74fe86a16a6ff631a24b5a5a1c83b669b982bb91 Mon Sep 17 00:00:00 2001 From: Hondacrx Date: Sun, 23 Feb 2025 13:05:53 -0500 Subject: [PATCH] Core/Vmaps: Don't ignore model rotation when calculating liquid level Port From (https://github.com/TrinityCore/TrinityCore/commit/53b4501ce9b072cfffe7de7f348094f443e36950) --- Source/Game/Collision/Models/ModelInstance.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Source/Game/Collision/Models/ModelInstance.cs b/Source/Game/Collision/Models/ModelInstance.cs index 51da8ceac..b43ec76dd 100644 --- a/Source/Game/Collision/Models/ModelInstance.cs +++ b/Source/Game/Collision/Models/ModelInstance.cs @@ -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;