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
+1 -1
View File
@@ -1731,7 +1731,7 @@ namespace Game.Maps
if (GetGridMap(PhasingHandler.GetTerrainMapId(phaseShift, this, x, y), x, y) != null)
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(phaseShift, x, y, z + collisionHeight, true, 50.0f);
float ground_z = GetHeight(phaseShift, x, y, z + MapConst.ZOffsetFindHeight, true, 50.0f);
ground = ground_z;
LiquidData liquid_status;