Implemented pass-thru for Mob::CalculateNewPosition2(...) arguments 'fixZ' and 'calcHeading'

This commit is contained in:
Uleat
2018-02-07 18:47:42 -05:00
parent 24b396e516
commit 05a3c4b2b8
2 changed files with 11 additions and 9 deletions
+3 -3
View File
@@ -969,8 +969,8 @@ public:
inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
float CalculateHeadingToTarget(float in_x, float in_y);
bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = false, bool calcheading = true);
virtual bool CalculateNewPosition2(float x, float y, float z, int speed, bool checkZ = true, bool calcheading = true);
bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = false, bool calcHeading = true);
virtual bool CalculateNewPosition2(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
float CalculateDistance(float x, float y, float z);
float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
void SendTo(float new_x, float new_y, float new_z);
@@ -1152,7 +1152,7 @@ protected:
int _GetWalkSpeed() const;
int _GetRunSpeed() const;
int _GetFearSpeed() const;
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed);
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
virtual bool AI_EngagedCastCheck() { return(false); }
virtual bool AI_PursueCastCheck() { return(false); }