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[Bug Fix] Zone Heading for Binds, Summons, Teleports, and Zoning. (#1328)
* For as long as I can remember people have had issues with zoning in, facing the wrong way, and walking through a zone line. With this we will be able to set zone's safe heading as well as preserve heading on summon (NPC or GM) and teleports between zones. This affects several pre-existing quest methods and extends their parameters to allow for the addition of heading. The following functions have had heading added. Lua - client:SetBindPoint() - client:SetStartZone() Perl - $client->SetBindPoint() - $client->SetStartZone() - quest::rebind() SetStartZone parameter list was fixed also. This converts some pre-existing methods from glm::vec3() to glm::vec4() and has an overload where necessary to use a glm::vec3() method versus glm::vec4() method. This shouldn't affect any pre-existing servers and will allow PEQ and others to document safe headings for zones properly. * Removed possible memory leaks. * Fix SQL. * Fix client message. * Fix debug log. * Fix log message. * Fix call in rebind overload. * Fix floats. * Add default to column.
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-3
@@ -426,7 +426,7 @@ public:
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inline const float GetBindY(uint32 index = 0) const { return m_pp.binds[index].y; }
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inline const float GetBindZ(uint32 index = 0) const { return m_pp.binds[index].z; }
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inline const float GetBindHeading(uint32 index = 0) const { return m_pp.binds[index].heading; }
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inline uint32 GetBindZoneID(uint32 index = 0) const { return m_pp.binds[index].zoneId; }
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inline uint32 GetBindZoneID(uint32 index = 0) const { return m_pp.binds[index].zone_id; }
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inline uint32 GetBindInstanceID(uint32 index = 0) const { return m_pp.binds[index].instance_id; }
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int32 CalcMaxMana();
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int32 CalcBaseMana();
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@@ -644,7 +644,8 @@ public:
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void GoToSafeCoords(uint16 zone_id, uint16 instance_id);
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void Gate(uint8 bindnum = 0);
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void SetBindPoint(int bind_num = 0, int to_zone = -1, int to_instance = 0, const glm::vec3& location = glm::vec3());
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void SetStartZone(uint32 zoneid, float x = 0.0f, float y =0.0f, float z = 0.0f);
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void SetBindPoint2(int bind_num = 0, int to_zone = -1, int to_instance = 0, const glm::vec4& location = glm::vec4());
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void SetStartZone(uint32 zoneid, float x = 0.0f, float y =0.0f, float z = 0.0f, float heading = 0.0f);
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uint32 GetStartZone(void);
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void MovePC(const char* zonename, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);
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void MovePC(uint32 zoneID, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);
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@@ -1765,7 +1766,7 @@ private:
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void ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm);
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void ProcessMovePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);
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glm::vec3 m_ZoneSummonLocation;
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glm::vec4 m_ZoneSummonLocation;
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uint16 zonesummon_id;
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uint8 zonesummon_ignorerestrictions;
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ZoneMode zone_mode;
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