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