Core/Objects: use the static vmap check in MovePositionToFirstCollision for all path results to avoid falling below wmo surfaces when the mmap path returns unreliable data

Port From (https://github.com/TrinityCore/TrinityCore/commit/b8e1de0f929598c2ebb8da2ee3de99f91be43d14)
This commit is contained in:
hondacrx
2022-02-18 17:37:39 -05:00
parent 3dbe7259aa
commit 9721f6406e
+14 -17
View File
@@ -3435,28 +3435,25 @@ namespace Game.Entities
desty = result.Y; desty = result.Y;
destz = result.Z; destz = result.Z;
// Object is using a shortcut. Check static LOS // check static LOS
float halfHeight = GetCollisionHeight() * 0.5f; float halfHeight = GetCollisionHeight() * 0.5f;
if (path.GetPathType().HasFlag(PathType.Shortcut)) bool col = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY),
pos.posX, pos.posY, pos.posZ + halfHeight,
destx, desty, destz + halfHeight,
out destx, out desty, out destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{ {
bool vmapCol = Global.VMapMgr.GetObjectHitPos(PhasingHandler.GetTerrainMapId(GetPhaseShift(), GetMap(), pos.posX, pos.posY), destx -= SharedConst.ContactDistance * MathF.Cos(angle);
pos.posX, pos.posY, pos.posZ + halfHeight, desty -= SharedConst.ContactDistance * MathF.Sin(angle);
destx, desty, destz + halfHeight, dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
out destx, out desty, out destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (vmapCol)
{
destx -= SharedConst.ContactDistance * MathF.Cos(angle);
desty -= SharedConst.ContactDistance * MathF.Sin(angle);
dist = MathF.Sqrt((pos.posX - destx) * (pos.posX - destx) + (pos.posY - desty) * (pos.posY - desty));
}
} }
// check dynamic collision // check dynamic collision
bool col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + halfHeight, destx, desty, destz + halfHeight, out destx, out desty, out destz, -0.5f); col = GetMap().GetObjectHitPos(GetPhaseShift(), pos.posX, pos.posY, pos.posZ + halfHeight, destx, desty, destz + halfHeight, out destx, out desty, out destz, -0.5f);
destz -= halfHeight; destz -= halfHeight;