Core/Maps: Use a fixed offset instead of full collision height when retrieving floor Z

This commit is contained in:
Giacomo Pozzoni authored and Ovahlord committed 2021-02-21 20:26:21 +01:00
1 parent 4343dd6d55
commit c12531b023
3 files changed
+4 -3

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@@ -2784,7 +2784,7 @@ float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + Z_OFFSET_FIND_HEIGHT));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
@@ -2797,7 +2797,7 @@ float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* gr
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
z += GetCollisionHeight();
z += Z_OFFSET_FIND_HEIGHT;
return GetMap()->GetHeight(GetPhaseShift(), x, y, z, vmap, distanceToSearch);
}