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fix(Core/Vmaps): Fix inconsistency of hitInstance and hitModel to cause wrong area ids (#23233)
Co-authored-by: ModoX <moardox@gmail.com> Co-authored-by: Shauren <shauren.trinity@gmail.com> Co-authored-by: Grimdhex <237474256+Grimdhex@users.noreply.github.com> Co-authored-by: sudlud <sudlud@users.noreply.github.com>
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@@ -2045,7 +2045,7 @@ class spell_spawn_blood_pool : public SpellScript
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void SetDest(SpellDestination &dest)
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{
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Unit* caster = GetCaster();
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LiquidData liquidStatus = caster->GetMap()->GetLiquidData(caster->GetPhaseMask(), caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ(), caster->GetCollisionHeight(), MAP_ALL_LIQUIDS);
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LiquidData liquidStatus = caster->GetMap()->GetLiquidData(caster->GetPhaseMask(), caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ(), caster->GetCollisionHeight(), {});
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float level = liquidStatus.Level > INVALID_HEIGHT ? liquidStatus.Level : caster->GetPositionZ();
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Position pos = Position(caster->GetPositionX(), caster->GetPositionY(), level, caster->GetOrientation());
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