From 2d616ce0e84dbead46460d32670862ac0ad1461d Mon Sep 17 00:00:00 2001 From: Jelle Meeus Date: Sun, 1 Dec 2024 21:09:47 +0100 Subject: [PATCH] fix(Core/Vmaps): Do not ignore model rotation when calculating liquid level (#20760) cherry-picked from: https://github.com/TrinityCore/TrinityCore/commit/53b4501ce9b072cfffe7de7f348094f443e36950 Co-authored-by: Shauren --- src/common/Collision/Models/ModelInstance.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/common/Collision/Models/ModelInstance.cpp b/src/common/Collision/Models/ModelInstance.cpp index 4a540a785..a18d5d4f9 100644 --- a/src/common/Collision/Models/ModelInstance.cpp +++ b/src/common/Collision/Models/ModelInstance.cpp @@ -150,8 +150,7 @@ namespace VMAP if (info.hitModel->GetLiquidLevel(pModel, zDist)) { // calculate world height (zDist in model coords): - // assume WMO not tilted (wouldn't make much sense anyway) - liqHeight = zDist * iScale + iPos.z; + liqHeight = (Vector3(pModel.x, pModel.y, zDist) * iInvRot * iScale + iPos).z; return true; } return false;