Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+10 -10
View File
@@ -398,10 +398,10 @@ public:
inline const char* GetLastName() const { return lastname; }
inline float ProximityX() const { return m_Proximity.m_X; }
inline float ProximityY() const { return m_Proximity.m_Y; }
inline float ProximityZ() const { return m_Proximity.m_Z; }
inline void ClearAllProximities() { entity_list.ProcessMove(this, xyz_location(FLT_MAX, FLT_MAX, FLT_MAX)); m_Proximity = xyz_location(FLT_MAX,FLT_MAX,FLT_MAX); }
inline float ProximityX() const { return m_Proximity.x; }
inline float ProximityY() const { return m_Proximity.y; }
inline float ProximityZ() const { return m_Proximity.z; }
inline void ClearAllProximities() { entity_list.ProcessMove(this, glm::vec3(FLT_MAX, FLT_MAX, FLT_MAX)); m_Proximity = glm::vec3(FLT_MAX,FLT_MAX,FLT_MAX); }
/*
Begin client modifiers
@@ -580,7 +580,7 @@ public:
void GoToBind(uint8 bindnum = 0);
void GoToSafeCoords(uint16 zone_id, uint16 instance_id);
void Gate();
void SetBindPoint(int to_zone = -1, int to_instance = 0, const xyz_location& location = xyz_location::Origin());
void SetBindPoint(int to_zone = -1, int to_instance = 0, const glm::vec3& location = glm::vec3());
void SetStartZone(uint32 zoneid, float x = 0.0f, float y =0.0f, float z = 0.0f);
uint32 GetStartZone(void);
void MovePC(const char* zonename, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);
@@ -1079,7 +1079,7 @@ public:
void DoItemEnterZone();
bool DoItemEnterZone(uint32 slot_x, uint32 slot_y); // behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
void SummonAndRezzAllCorpses();
void SummonAllCorpses(const xyz_heading& position);
void SummonAllCorpses(const glm::vec4& position);
void DepopAllCorpses();
void DepopPlayerCorpse(uint32 dbid);
void BuryPlayerCorpses();
@@ -1268,8 +1268,8 @@ protected:
Mob* bind_sight_target;
xyz_heading m_AutoAttackPosition;
xyz_location m_AutoAttackTargetLocation;
glm::vec4 m_AutoAttackPosition;
glm::vec3 m_AutoAttackTargetLocation;
Mob *aa_los_them_mob;
bool los_status;
bool los_status_facing;
@@ -1425,7 +1425,7 @@ private:
void ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm);
void ProcessMovePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions = 0, ZoneMode zm = ZoneSolicited);
xyz_location m_ZoneSummonLocation;
glm::vec3 m_ZoneSummonLocation;
uint16 zonesummon_id;
uint8 zonesummon_ignorerestrictions;
ZoneMode zone_mode;
@@ -1464,7 +1464,7 @@ private:
Timer RespawnFromHoverTimer;
Timer merc_timer;
xyz_location m_Proximity;
glm::vec3 m_Proximity;
void BulkSendInventoryItems();