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https://github.com/EQEmu/Server.git
synced 2026-06-11 07:38:36 +00:00
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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+21
-21
@@ -340,23 +340,23 @@ bool Client::Process() {
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if(aa_los_them_mob)
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{
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if(auto_attack_target != aa_los_them_mob ||
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m_AutoAttackPosition.m_X != GetX() ||
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m_AutoAttackPosition.m_Y != GetY() ||
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m_AutoAttackPosition.m_Z != GetZ() ||
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m_AutoAttackTargetLocation.m_X != aa_los_them_mob->GetX() ||
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m_AutoAttackTargetLocation.m_Y != aa_los_them_mob->GetY() ||
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m_AutoAttackTargetLocation.m_Z != aa_los_them_mob->GetZ())
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m_AutoAttackPosition.x != GetX() ||
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m_AutoAttackPosition.y != GetY() ||
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m_AutoAttackPosition.z != GetZ() ||
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m_AutoAttackTargetLocation.x != aa_los_them_mob->GetX() ||
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m_AutoAttackTargetLocation.y != aa_los_them_mob->GetY() ||
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m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ())
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{
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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m_AutoAttackTargetLocation = aa_los_them_mob->GetPosition();
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m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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// If only our heading changes, we can skip the CheckLosFN call
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// but above we still need to update los_status_facing
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if (m_AutoAttackPosition.m_Heading != GetHeading()) {
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m_AutoAttackPosition.m_Heading = GetHeading();
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if (m_AutoAttackPosition.w != GetHeading()) {
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m_AutoAttackPosition.w = GetHeading();
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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}
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@@ -364,7 +364,7 @@ bool Client::Process() {
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{
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aa_los_them_mob = auto_attack_target;
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m_AutoAttackPosition = GetPosition();
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m_AutoAttackTargetLocation = aa_los_them_mob->GetPosition();
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m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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@@ -519,7 +519,7 @@ bool Client::Process() {
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else
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{
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animation = 0;
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m_Delta = xyz_heading(0.0f, 0.0f, 0.0f, m_Delta.m_Heading);
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m_Delta = glm::vec4(0.0f, 0.0f, 0.0f, m_Delta.w);
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SendPosUpdate(2);
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}
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}
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@@ -1601,7 +1601,7 @@ void Client::OPGMTraining(const EQApplicationPacket *app)
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return;
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//you have to be somewhat close to a trainer to be properly using them
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if(ComparativeDistance(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2)
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return;
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// if this for-loop acts up again (crashes linux), try enabling the before and after #pragmas
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@@ -1649,7 +1649,7 @@ void Client::OPGMEndTraining(const EQApplicationPacket *app)
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return;
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//you have to be somewhat close to a trainer to be properly using them
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if(ComparativeDistance(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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return;
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// goodbye message
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@@ -1678,7 +1678,7 @@ void Client::OPGMTrainSkill(const EQApplicationPacket *app)
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return;
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//you have to be somewhat close to a trainer to be properly using them
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if(ComparativeDistance(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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return;
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if (gmskill->skillbank == 0x01)
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@@ -2117,9 +2117,9 @@ void Client::HandleRespawnFromHover(uint32 Option)
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if (corpse)
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{
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m_Position.m_X = corpse->GetX();
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m_Position.m_Y = corpse->GetY();
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m_Position.m_Z = corpse->GetZ();
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m_Position.x = corpse->GetX();
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m_Position.y = corpse->GetY();
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m_Position.z = corpse->GetZ();
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}
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) + 10);
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@@ -2172,10 +2172,10 @@ void Client::HandleRespawnFromHover(uint32 Option)
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SetMana(GetMaxMana());
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SetEndurance(GetMaxEndurance());
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m_Position.m_X = chosen->x;
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m_Position.m_Y = chosen->y;
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m_Position.m_Z = chosen->z;
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m_Position.m_Heading = chosen->heading;
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m_Position.x = chosen->x;
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m_Position.y = chosen->y;
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m_Position.z = chosen->z;
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m_Position.w = chosen->heading;
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ClearHover();
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entity_list.RefreshClientXTargets(this);
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