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