Core/Objects: use the actual hoverheight value of creatures and players to get more accurate liquid status results
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@@ -1293,7 +1293,7 @@ void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32
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void WorldObject::UpdatePositionData()
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{
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PositionFullTerrainStatus data;
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GetMap()->GetFullTerrainStatusForPosition(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS);
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GetMap()->GetFullTerrainStatusForPosition(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS, GetCollisionHeight());
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ProcessPositionDataChanged(data);
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}
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