Core/Collision: Replaced phasemask with proper phases in GameObject c…
…ollision calculation
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@@ -15912,7 +15912,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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Movement::MoveSplineInit init(this);
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// Creatures without inhabit type air should begin falling after exiting the vehicle
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if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), &height) + 0.1f)
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if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhases(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), &height) + 0.1f)
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init.SetFall();
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init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false);
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