Core/GameObjects: Use all axis rotations for gameobject model collision, not just orientation

Port From (https://github.com/TrinityCore/TrinityCore/commit/c13d26e1fa40ac8d40e1b4f7c72e4c1ef3f6c5e8)
This commit is contained in:
hondacrx
2022-06-02 20:33:18 -04:00
parent 8d55654b73
commit 7a3f188d2c
2 changed files with 4 additions and 4 deletions
@@ -3503,7 +3503,7 @@ namespace Game.Entities
public override byte GetNameSetId() { return _owner.GetNameSetId(); }
public override bool IsInPhase(PhaseShift phaseShift) { return _owner.GetPhaseShift().CanSee(phaseShift); }
public override Vector3 GetPosition() { return new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()); }
public override float GetOrientation() { return _owner.GetOrientation(); }
public override Quaternion GetRotation() { return new Quaternion(_owner.GetLocalRotation().X, _owner.GetLocalRotation().Y, _owner.GetLocalRotation().Z, _owner.GetLocalRotation().W); }
public override float GetScale() { return _owner.GetObjectScale(); }
GameObject _owner;