Core/Movement: Fixed creature hover
Port From (https://github.com/TrinityCore/TrinityCore/commit/2e2b29861878fda2d27156c71a1d8ed7dbe0b4fe)
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@@ -2095,7 +2095,9 @@ namespace Game.Entities
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public void UpdateGroundPositionZ(float x, float y, ref float z)
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{
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z = GetMapHeight(x, y, z);
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float newZ = GetMapHeight(x, y, z);
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if (newZ > MapConst.InvalidHeight)
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z = newZ + (IsUnit() ? ToUnit().GetHoverOffset() : 0.0f);
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}
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public void UpdateAllowedPositionZ(float x, float y, ref float z)
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@@ -2104,66 +2106,45 @@ namespace Game.Entities
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if (GetTransport())
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return;
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switch (GetTypeId())
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Unit unit = ToUnit();
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if (unit != null)
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{
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case TypeId.Unit:
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if (!unit.CanFly())
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{
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// non fly unit don't must be in air
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// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
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if (!ToCreature().CanFly())
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{
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bool canSwim = ToCreature().CanSwim();
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float ground_z = z;
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float max_z = canSwim
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? GetMapWaterOrGroundLevel(x, y, z, ref ground_z)
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: (ground_z = GetMapHeight(x, y, z));
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if (max_z > MapConst.InvalidHeight)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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bool canSwim = unit.CanSwim();
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float groundZ = z;
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float max_z;
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if (canSwim)
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max_z = GetMapWaterOrGroundLevel(x, y, z, ref groundZ);
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else
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max_z = groundZ = GetMapHeight(x, y, z);
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if (max_z > MapConst.InvalidHeight)
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{
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float ground_z = GetMapHeight(x, y, z);
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if (MathF.Abs(z - ground_z) < GetCollisionHeight())
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z = ground_z;
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// hovering units cannot go below their hover height
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float hoverOffset = unit.GetHoverOffset();
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max_z += hoverOffset;
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groundZ += hoverOffset;
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if (z > max_z)
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z = max_z;
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else if (z < groundZ)
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z = groundZ;
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}
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break;
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}
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case TypeId.Player:
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else
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{
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// for server controlled moves playr work same as creature (but it can always swim)
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if (!ToPlayer().CanFly())
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{
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float ground_z = z;
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float max_z = GetMapWaterOrGroundLevel(x, y, z, ref ground_z);
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if (max_z > MapConst.InvalidHeight)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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else
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{
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float ground_z = GetMapHeight(x, y, z);
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if (MathF.Abs(z - ground_z) < GetCollisionHeight())
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z = ground_z;
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}
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break;
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}
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default:
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{
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float ground_z = GetMapHeight(x, y, z);
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if (ground_z > MapConst.InvalidHeight)
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float ground_z = GetMapHeight(x, y, z) + unit.GetHoverOffset();
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if (z < ground_z)
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z = ground_z;
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break;
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}
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}
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else
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{
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float ground_z = GetMapHeight(x, y, z);
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if (ground_z > MapConst.InvalidHeight)
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z = ground_z;
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}
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}
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public void GetNearPoint2D(out float x, out float y, float distance2d, float absAngle)
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