Core/Entities: Phasing rewrite
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@@ -436,7 +436,7 @@ namespace Game.Movement
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if (_owner.IsFlying())
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point.Z = z;
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else
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point.Z = _owner.GetMap().GetHeight(_owner.GetPhases(), point.X, point.Y, z);
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point.Z = _owner.GetMap().GetHeight(_owner.GetPhaseShift(), point.X, point.Y, z);
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init.args.path[i] = point;
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}
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@@ -514,7 +514,7 @@ namespace Game.Movement
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public void MoveFall(uint id = 0)
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{
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// use larger distance for vmap height search than in most other cases
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float tz = _owner.GetMap().GetHeight(_owner.GetPhases(), _owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
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float tz = _owner.GetMap().GetHeight(_owner.GetPhaseShift(), _owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
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if (tz <= MapConst.InvalidHeight)
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return;
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