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https://github.com/EQEmu/Server.git
synced 2026-06-13 23:28:21 +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
This commit is contained in:
+12
-12
@@ -219,7 +219,7 @@ XS(XS__spawn)
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int npc_type = (int)SvIV(ST(0));
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int grid = (int)SvIV(ST(1));
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int unused = (int)SvIV(ST(2));
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auto position = xyz_heading((float)SvNV(ST(3)), (float)SvNV(ST(4)), (float)SvNV(ST(5)), 0.0f);
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auto position = glm::vec4((float)SvNV(ST(3)), (float)SvNV(ST(4)), (float)SvNV(ST(5)), 0.0f);
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Mob *r = quest_manager.spawn2(npc_type, grid, unused, position);
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RETVAL = (r != nullptr) ? r->GetID() : 0;
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@@ -241,7 +241,7 @@ XS(XS__spawn2)
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int npc_type = (int)SvIV(ST(0));
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int grid = (int)SvIV(ST(1));
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int unused = (int)SvIV(ST(2));
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auto position = xyz_heading((float)SvNV(ST(3)), (float)SvNV(ST(4)), (float)SvNV(ST(5)), (float)SvNV(ST(6)));
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auto position = glm::vec4((float)SvNV(ST(3)), (float)SvNV(ST(4)), (float)SvNV(ST(5)), (float)SvNV(ST(6)));
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Mob *r = quest_manager.spawn2(npc_type, grid, unused, position);
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RETVAL = (r != nullptr) ? r->GetID() : 0;
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@@ -270,7 +270,7 @@ XS(XS__unique_spawn)
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if(items == 7)
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heading = (float)SvNV(ST(6));
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Mob *r = quest_manager.unique_spawn(npc_type, grid, unused, xyz_heading(x, y, z, heading));
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Mob *r = quest_manager.unique_spawn(npc_type, grid, unused, glm::vec4(x, y, z, heading));
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RETVAL = (r != nullptr) ? r->GetID() : 0;
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XSprePUSH; PUSHu((UV)RETVAL);
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@@ -1317,7 +1317,7 @@ XS(XS__rebind)
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Perl_croak(aTHX_ "Usage: rebind(zoneid, x, y, z)");
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int zoneid = (int)SvIV(ST(0));
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auto location = xyz_location((float)SvNV(ST(1)),(float)SvNV(ST(2)),(float)SvNV(ST(3)));
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auto location = glm::vec3((float)SvNV(ST(1)),(float)SvNV(ST(2)),(float)SvNV(ST(3)));
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quest_manager.rebind(zoneid, location);
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@@ -1388,7 +1388,7 @@ XS(XS__moveto)
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else
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saveguard = false;
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quest_manager.moveto(xyz_heading(x, y, z, h), saveguard);
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quest_manager.moveto(glm::vec4(x, y, z, h), saveguard);
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XSRETURN_EMPTY;
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}
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@@ -1743,7 +1743,7 @@ XS(XS__summonburriedplayercorpse)
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bool RETVAL;
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uint32 char_id = (int)SvIV(ST(0));
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auto position = xyz_heading((float)SvIV(ST(1)), (float)SvIV(ST(2)), (float)SvIV(ST(3)),(float)SvIV(ST(4)));
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auto position = glm::vec4((float)SvIV(ST(1)), (float)SvIV(ST(2)), (float)SvIV(ST(3)),(float)SvIV(ST(4)));
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RETVAL = quest_manager.summonburriedplayercorpse(char_id, position);
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@@ -1761,7 +1761,7 @@ XS(XS__summonallplayercorpses)
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bool RETVAL;
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uint32 char_id = (int)SvIV(ST(0));
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auto position = xyz_heading((float)SvIV(ST(1)),(float)SvIV(ST(2)),(float)SvIV(ST(3)),(float)SvIV(ST(4)));
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auto position = glm::vec4((float)SvIV(ST(1)),(float)SvIV(ST(2)),(float)SvIV(ST(3)),(float)SvIV(ST(4)));
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RETVAL = quest_manager.summonallplayercorpses(char_id, position);
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@@ -2660,10 +2660,10 @@ XS(XS__CreateGroundObject)
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uint16 id = 0;
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if(items == 5)
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id = quest_manager.CreateGroundObject(itemid, xyz_heading(x, y, z, heading));
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id = quest_manager.CreateGroundObject(itemid, glm::vec4(x, y, z, heading));
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else{
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uint32 decay_time = (uint32)SvIV(ST(5));
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id = quest_manager.CreateGroundObject(itemid, xyz_heading(x, y, z, heading), decay_time);
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id = quest_manager.CreateGroundObject(itemid, glm::vec4(x, y, z, heading), decay_time);
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}
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XSRETURN_IV(id);
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@@ -2691,7 +2691,7 @@ XS(XS__CreateGroundObjectFromModel)
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if (items > 6)
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decay_time = (uint32)SvIV(ST(6));
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id = quest_manager.CreateGroundObjectFromModel(modelname, xyz_heading(x, y, z, heading), type, decay_time);
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id = quest_manager.CreateGroundObjectFromModel(modelname, glm::vec4(x, y, z, heading), type, decay_time);
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XSRETURN_IV(id);
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}
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@@ -2966,12 +2966,12 @@ XS(XS__MovePCInstance)
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if (items == 4)
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{
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quest_manager.MovePCInstance(zoneid, instanceid, xyz_heading(x, y, z, 0.0f));
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quest_manager.MovePCInstance(zoneid, instanceid, glm::vec4(x, y, z, 0.0f));
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}
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else
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{
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float heading = (float)SvNV(ST(5));
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quest_manager.MovePCInstance(zoneid, instanceid, xyz_heading(x, y, z, heading));
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quest_manager.MovePCInstance(zoneid, instanceid, glm::vec4(x, y, z, heading));
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}
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XSRETURN_EMPTY;
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