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if (z < destinationFloor - 0.5f) // if really bellow ground, in air (caves,...)
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returntrue;
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float hoverHeight = GetHoverOffset(); // height if currently hovering
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if (GetTypeId() == TYPEID_UNIT) {
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hoverHeight = ToCreature()->CanHover() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.f; // height if could hover
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}
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z = destination.GetPositionZ() - (honorHover ? hoverHeight : 0.f);
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if (z <= destinationFloor + 0.5f) // if is bellow ground or slightly above it, not in air - should hover too
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returnfalse;
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returnstd::fabs(z - destinationFloor) > 0.5f; // if the difference is higher than tolerance level, in air (todo: this should most likely take into account unit's "size")
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