fix(Core/Maps): Include collision height in underwater status calculations. (#4855)

This commit is contained in:
UltraNix
2021-03-21 15:19:07 +01:00
committed by GitHub
parent adf627cb65
commit 00f7a6bbde
3 changed files with 8 additions and 7 deletions

View File

@@ -3041,7 +3041,7 @@ bool Player::IsInWater(bool allowAbove) const
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(), GetPositionY()) - 2);
GetPositionZ() < GetBaseMap()->GetWaterLevel(GetPositionX(), GetPositionY()) - GetCollisionHeight();
}
bool Player::IsFalling() const
@@ -24769,13 +24769,14 @@ void Player::UpdateUnderwaterState(Map* m, float x, float y, float z)
// pussywizard: optimization
if (GetExactDistSq(&m_last_underwaterstate_position) < 3.0f * 3.0f)
return;
m_last_underwaterstate_position.Relocate(m_positionX, m_positionY, m_positionZ);
if (!IsPositionValid()) // pussywizard: crashfix if calculated grid coords would be out of range 0-64
return;
LiquidData liquid_status;
ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status, GetCollisionHeight());
if (!res)
{
m_MirrorTimerFlags &= ~(UNDERWATER_INWATER | UNDERWATER_INLAVA | UNDERWATER_INSLIME | UNDERWARER_INDARKWATER);