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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
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+10
-10
@@ -398,10 +398,10 @@ public:
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inline const char* GetLastName() const { return lastname; }
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inline float ProximityX() const { return m_Proximity.m_X; }
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inline float ProximityY() const { return m_Proximity.m_Y; }
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inline float ProximityZ() const { return m_Proximity.m_Z; }
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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); }
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inline float ProximityX() const { return m_Proximity.x; }
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inline float ProximityY() const { return m_Proximity.y; }
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inline float ProximityZ() const { return m_Proximity.z; }
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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); }
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/*
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Begin client modifiers
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@@ -580,7 +580,7 @@ public:
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void GoToBind(uint8 bindnum = 0);
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void GoToSafeCoords(uint16 zone_id, uint16 instance_id);
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void Gate();
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void SetBindPoint(int to_zone = -1, int to_instance = 0, const xyz_location& location = xyz_location::Origin());
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void SetBindPoint(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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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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@@ -1079,7 +1079,7 @@ public:
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void DoItemEnterZone();
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bool DoItemEnterZone(uint32 slot_x, uint32 slot_y); // behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
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void SummonAndRezzAllCorpses();
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void SummonAllCorpses(const xyz_heading& position);
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void SummonAllCorpses(const glm::vec4& position);
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void DepopAllCorpses();
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void DepopPlayerCorpse(uint32 dbid);
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void BuryPlayerCorpses();
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@@ -1268,8 +1268,8 @@ protected:
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Mob* bind_sight_target;
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xyz_heading m_AutoAttackPosition;
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xyz_location m_AutoAttackTargetLocation;
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glm::vec4 m_AutoAttackPosition;
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glm::vec3 m_AutoAttackTargetLocation;
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Mob *aa_los_them_mob;
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bool los_status;
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bool los_status_facing;
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@@ -1425,7 +1425,7 @@ 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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xyz_location m_ZoneSummonLocation;
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glm::vec3 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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@@ -1464,7 +1464,7 @@ private:
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Timer RespawnFromHoverTimer;
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Timer merc_timer;
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xyz_location m_Proximity;
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glm::vec3 m_Proximity;
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void BulkSendInventoryItems();
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