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
+4 -4
View File
@@ -152,17 +152,17 @@ void Mob::CalculateNewFearpoint()
{
int Node = zone->pathing->GetRandomPathNode();
Map::Vertex Loc = zone->pathing->GetPathNodeCoordinates(Node);
glm::vec3 Loc = zone->pathing->GetPathNodeCoordinates(Node);
++Loc.z;
Map::Vertex CurrentPosition(GetX(), GetY(), GetZ());
glm::vec3 CurrentPosition(GetX(), GetY(), GetZ());
std::deque<int> Route = zone->pathing->FindRoute(CurrentPosition, Loc);
if(Route.size() > 0)
{
m_FearWalkTarget = xyz_location(Loc.x, Loc.y, Loc.z);
m_FearWalkTarget = glm::vec3(Loc.x, Loc.y, Loc.z);
curfp = true;
mlog(PATHING__DEBUG, "Feared to node %i (%8.3f, %8.3f, %8.3f)", Node, Loc.x, Loc.y, Loc.z);
@@ -192,7 +192,7 @@ void Mob::CalculateNewFearpoint()
}
}
if (curfp)
m_FearWalkTarget = xyz_location(ranx, rany, ranz);
m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
else //Break fear
BuffFadeByEffect(SE_Fear);
}