Core/Maps: Use a fixed offset instead of full collision height when retrieving floor Z

Port From (https://github.com/TrinityCore/TrinityCore/commit/9bcff210f90d57689557b7b8cc20cd336b8ab035)
This commit is contained in:
hondacrx
2022-05-25 13:55:04 -04:00
parent 3bf139e9c7
commit dd7ffa89dc
3 changed files with 4 additions and 3 deletions
+2 -2
View File
@@ -3601,7 +3601,7 @@ namespace Game.Entities
{
if (!IsInWorld)
return m_staticFloorZ;
return Math.Max(m_staticFloorZ, GetMap().GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
return Math.Max(m_staticFloorZ, GetMap().GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + MapConst.ZOffsetFindHeight));
}
public float GetMapWaterOrGroundLevel(float x, float y, float z)
@@ -3618,7 +3618,7 @@ namespace Game.Entities
public float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = MapConst.DefaultHeightSearch)
{
if (z != MapConst.MaxHeight)
z += GetCollisionHeight();
z += MapConst.ZOffsetFindHeight;
return GetMap().GetHeight(GetPhaseShift(), x, y, z, vmap, distanceToSearch);
}