Fixes creatures falling under map when chasing a player though water.
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@@ -1521,12 +1521,12 @@ namespace Game.Maps
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public ZLiquidStatus GetLiquidStatus(PhaseShift phaseShift, float x, float y, float z, LiquidHeaderTypeFlags reqLiquidType, float collisionHeight = MapConst.DefaultCollesionHeight)
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{
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return m_terrain.GetLiquidStatus(phaseShift, GetId(), x, y, z, reqLiquidType, null, collisionHeight);
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return m_terrain.GetLiquidStatus(phaseShift, GetId(), x, y, z, reqLiquidType, out _, collisionHeight);
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}
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public ZLiquidStatus GetLiquidStatus(PhaseShift phaseShift, float x, float y, float z, LiquidHeaderTypeFlags reqLiquidType, LiquidData data, float collisionHeight = MapConst.DefaultCollesionHeight)
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public ZLiquidStatus GetLiquidStatus(PhaseShift phaseShift, float x, float y, float z, LiquidHeaderTypeFlags reqLiquidType, out LiquidData data, float collisionHeight = MapConst.DefaultCollesionHeight)
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{
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return m_terrain.GetLiquidStatus(phaseShift, GetId(), x, y, z, reqLiquidType, data, collisionHeight);
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return m_terrain.GetLiquidStatus(phaseShift, GetId(), x, y, z, reqLiquidType, out data, collisionHeight);
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}
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private bool GetAreaInfo(PhaseShift phaseShift, float x, float y, float z, out uint mogpflags, out int adtId, out int rootId, out int groupId)
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@@ -1594,9 +1594,9 @@ namespace Game.Maps
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return m_terrain.GetWaterLevel(phaseShift, GetId(), x, y);
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}
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public bool IsInWater(PhaseShift phaseShift, float x, float y, float z, LiquidData data)
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public bool IsInWater(PhaseShift phaseShift, float x, float y, float z, out LiquidData data)
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{
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return m_terrain.IsInWater(phaseShift, GetId(), x, y, z, data);
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return m_terrain.IsInWater(phaseShift, GetId(), x, y, z, out data);
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}
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public bool IsUnderWater(PhaseShift phaseShift, float x, float y, float z)
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