Core/Maps: Use a fixed offset instead of full collision height when retrieving floor Z
Port From (https://github.com/TrinityCore/TrinityCore/commit/9bcff210f90d57689557b7b8cc20cd336b8ab035)
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@@ -1731,7 +1731,7 @@ namespace Game.Maps
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if (GetGridMap(PhasingHandler.GetTerrainMapId(phaseShift, this, x, y), x, y) != null)
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{
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// we need ground level (including grid height version) for proper return water level in point
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float ground_z = GetHeight(phaseShift, x, y, z + collisionHeight, true, 50.0f);
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float ground_z = GetHeight(phaseShift, x, y, z + MapConst.ZOffsetFindHeight, true, 50.0f);
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ground = ground_z;
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LiquidData liquid_status;
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