Core/Vmaps: Don't ignore model rotation when calculating liquid level
Port From (https://github.com/TrinityCore/TrinityCore/commit/53b4501ce9b072cfffe7de7f348094f443e36950)
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@@ -132,6 +132,7 @@ namespace Game.Collision
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// calculate world height (zDist in model coords):
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// assume WMO not tilted (wouldn't make much sense anyway)
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liqHeight = zDist * iScale + iPos.Z;
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liqHeight = (iInvRot.Multiply(new Vector3(pModel.X, pModel.Y, zDist)) * iScale + iPos).Z;
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return true;
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}
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return false;
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