fixed the bug that GetVmapHeight returns incorrect height on terrains(flying units fall below map etc)
also unlocked max ray lenght for getHeight, by default it's 10 yards --HG-- branch : trunk
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@@ -333,7 +333,7 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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// some calls like isInWater should not use vmaps due to processor power
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool pCheckVMap=true) const;
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float GetVmapHeight(float x, float y, float z, bool useMaps) const;
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float GetVmapHeight(float x, float y, float z) const;
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bool IsInWater(float x, float y, float z, float min_depth = 2.0f) const;
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ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data = 0) const;
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