Core/Objects: use the static vmap check in MovePositionToFirstCollision for all path results to avoid falling below wmo surfaces when the mmap path returns unreliable data

# Conflicts:
#	src/server/game/Entities/Object/Object.cpp
This commit is contained in:
Ovahlord committed 2020-05-02 01:12:20 +02:00
1 parent 8226dd4e23
commit 1ad8451ae2
1 file changed
+15 -17
+15 -17
View File
@@ -2565,27 +2565,25 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
// Object is using a shortcut. Check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
if (path.GetPathType() & PATHFIND_SHORTCUT)
uint32 terrainMapId = PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(terrainMapId,
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{
uint32 terrainMapId = PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(terrainMapId,
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
// check dynamic collision
bool col = GetMap()->getObjectHitPos(GetPhaseShift(),
col = GetMap()->getObjectHitPos(GetPhaseShift(),
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);