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
+3 -3
View File
@@ -242,17 +242,17 @@ void Lua_Client::SetBindPoint(int to_zone, int to_instance) {
void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x) {
Lua_Safe_Call_Void();
self->SetBindPoint(to_zone, to_instance, xyz_location(new_x,0.0f,0.0f));
self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x,0.0f,0.0f));
}
void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y) {
Lua_Safe_Call_Void();
self->SetBindPoint(to_zone, to_instance, xyz_location(new_x, new_y, 0.0f));
self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x, new_y, 0.0f));
}
void Lua_Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y, float new_z) {
Lua_Safe_Call_Void();
self->SetBindPoint(to_zone, to_instance, xyz_location(new_x, new_y, new_z));
self->SetBindPoint(to_zone, to_instance, glm::vec3(new_x, new_y, new_z));
}
float Lua_Client::GetBindX() {