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
+6 -6
View File
@@ -674,7 +674,7 @@ void EntityList::AETaunt(Client* taunter, float range)
zdiff *= -1;
if (zdiff < 10
&& taunter->IsAttackAllowed(them)
&& ComparativeDistanceNoZ(taunter->GetPosition(), them->GetPosition()) <= range) {
&& DistanceSquaredNoZ(taunter->GetPosition(), them->GetPosition()) <= range) {
if (taunter->CheckLosFN(them)) {
taunter->Taunt(them, true);
}
@@ -721,10 +721,10 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
continue;
if (spells[spell_id].targettype == ST_Ring) {
dist_targ = ComparativeDistance(static_cast<xyz_location>(curmob->GetPosition()), caster->GetTargetRingLocation());
dist_targ = DistanceSquared(static_cast<glm::vec3>(curmob->GetPosition()), caster->GetTargetRingLocation());
}
else if (center) {
dist_targ = ComparativeDistance(curmob->GetPosition(), center->GetPosition());
dist_targ = DistanceSquared(curmob->GetPosition(), center->GetPosition());
}
if (dist_targ > dist2) //make sure they are in range
@@ -796,7 +796,7 @@ void EntityList::MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool a
continue;
if (curmob == caster && !affect_caster) //watch for caster too
continue;
if (ComparativeDistance(center->GetPosition(), curmob->GetPosition()) > dist2) //make sure they are in range
if (DistanceSquared(center->GetPosition(), curmob->GetPosition()) > dist2) //make sure they are in range
continue;
//Only npcs mgb should hit are client pets...
@@ -838,7 +838,7 @@ void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool aff
continue;
if (curmob == caster && !affect_caster) //watch for caster too
continue;
if (ComparativeDistance(center->GetPosition(), curmob->GetPosition()) > dist2) //make sure they are in range
if (DistanceSquared(center->GetPosition(), curmob->GetPosition()) > dist2) //make sure they are in range
continue;
if (isnpc && curmob->IsNPC()) { //check npc->npc casting
FACTION_VALUE f = curmob->GetReverseFactionCon(caster);
@@ -888,7 +888,7 @@ void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool I
&& curmob != attacker //this is not needed unless NPCs can use this
&&(attacker->IsAttackAllowed(curmob))
&& curmob->GetRace() != 216 && curmob->GetRace() != 472 /* dont attack horses */
&& (ComparativeDistance(curmob->GetPosition(), attacker->GetPosition()) <= dist2)
&& (DistanceSquared(curmob->GetPosition(), attacker->GetPosition()) <= dist2)
) {
attacker->Attack(curmob, Hand, false, false, IsFromSpell);
hit++;