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fix(Core/Movement): Corrected calculating ground level in shallow water. (#5114)
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@@ -1516,10 +1516,11 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float& z, float* grou
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if (max_z > INVALID_HEIGHT)
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{
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if (canSwim && unit->GetMap()->IsInWater(x, y, max_z - Z_OFFSET_FIND_HEIGHT)) {
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if (canSwim && unit->GetMap()->IsInWater(x, y, max_z - Z_OFFSET_FIND_HEIGHT))
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{
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// do not allow creatures to walk on
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// water level while swimming
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max_z = max_z - GetMinHeightInWater();
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max_z = std::max(max_z - GetMinHeightInWater(), ground_z);
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}
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else
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{
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@@ -1336,7 +1336,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
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float ground = m_caster->GetMapHeight(x, y, z, true);
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float liquidLevel = VMAP_INVALID_HEIGHT_VALUE;
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LiquidData liquidData;
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if (m_caster->GetMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData))
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if (m_caster->GetMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData, m_caster->GetCollisionHeight()))
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liquidLevel = liquidData.level;
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if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level
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