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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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+6
-6
@@ -17,7 +17,7 @@ class Doors : public Entity
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{
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public:
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Doors(const Door* door);
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Doors(const char *dmodel, const xyz_heading& position, uint8 dopentype = 58, uint16 dsize = 100);
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Doors(const char *dmodel, const glm::vec4& position, uint8 dopentype = 58, uint16 dsize = 100);
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~Doors();
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bool IsDoor() const { return true; }
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void HandleClick(Client* sender, uint8 trigger);
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@@ -29,7 +29,7 @@ public:
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char* GetDoorName() { return door_name; }
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uint32 GetDoorParam() { return door_param; }
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int GetInvertState() { return invert_state; }
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const xyz_heading GetPosition() const{ return m_Position; }
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const glm::vec4 GetPosition() const{ return m_Position; }
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int GetIncline() { return incline; }
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bool triggered;
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void SetOpenState(bool st) { isopen = st; }
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@@ -51,7 +51,7 @@ public:
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void SetEntityID(uint32 entity) { entity_id = entity; }
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void DumpDoor();
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const xyz_heading GetDestination() const { return m_Destination; }
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const glm::vec4 GetDestination() const { return m_Destination; }
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uint8 IsLDoNDoor() { return is_ldon_door; }
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uint32 GetClientVersionMask() { return client_version_mask; }
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@@ -61,7 +61,7 @@ public:
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void ForceClose(Mob *sender, bool alt_mode=false);
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void ToggleState(Mob *sender);
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void SetPosition(const xyz_heading& position);
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void SetPosition(const glm::vec4& position);
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void SetLocation(float x, float y, float z);
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void SetIncline(int in);
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void SetDoorName(const char* name);
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@@ -75,7 +75,7 @@ private:
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uint8 door_id;
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char zone_name[32];
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char door_name[32];
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xyz_heading m_Position;
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glm::vec4 m_Position;
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int incline;
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uint8 opentype;
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uint32 guild_id;
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@@ -94,7 +94,7 @@ private:
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char dest_zone[16];
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int dest_instance_id;
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xyz_heading m_Destination;
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glm::vec4 m_Destination;
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uint8 is_ldon_door;
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uint32 client_version_mask;
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