fix(Core/Objects): Include combat reach instead of object size in LoS… (#12013)

... calculations.

Fixed LoS calculations for dynamic objects.
Modified combat reach of Deep Pool Threshfin.
Fixes #11886
This commit is contained in:
UltraNix
2022-06-13 06:03:06 +02:00
committed by GitHub
parent 491f73382b
commit a2bc0ae028
3 changed files with 11 additions and 9 deletions

View File

@@ -1234,7 +1234,7 @@ Position WorldObject::GetHitSpherePointFor(Position const& dest) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), GetObjectSize());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), GetCombatReach());
return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
}