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Updated version of glm
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@@ -251,12 +251,12 @@ void unregister_spell_event(int evt, int spell_id) {
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}
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Lua_Mob lua_spawn2(int npc_type, int grid, int unused, double x, double y, double z, double heading) {
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auto position = xyz_heading(x, y, z, heading);
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auto position = xyz_heading(x, y, z, heading);
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return Lua_Mob(quest_manager.spawn2(npc_type, grid, unused, position));
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}
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Lua_Mob lua_unique_spawn(int npc_type, int grid, int unused, double x, double y, double z, double heading = 0.0) {
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auto position = xyz_heading(x,y,z,heading);
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auto position = xyz_heading(x, y, z, heading);
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return Lua_Mob(quest_manager.unique_spawn(npc_type, grid, unused, position));
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}
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@@ -1,6 +1,6 @@
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#include "oriented_bounding_box.h"
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#include <gtc/matrix_transform.hpp>
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#include <gtx/transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/transform.hpp>
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glm::mat4 CreateRotateMatrix(float rx, float ry, float rz) {
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glm::mat4 rot_x(1.0f);
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@@ -1,7 +1,8 @@
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#ifndef EQEMU_ORIENTED_BOUNDNG_BOX_H
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#define EQEMU_ORIENTED_BOUNDNG_BOX_H
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#include <glm.hpp>
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#include <glm/vec3.hpp>
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#include <glm/mat4x4.hpp>
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class OrientedBoundingBox
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{
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@@ -20,6 +20,10 @@
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#include <string>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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class xy_location {
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public:
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float m_X;
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