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https://github.com/EQEmu/Server.git
synced 2026-06-11 03:31:08 +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:
+13
-13
@@ -251,12 +251,12 @@ void unregister_spell_event(int evt, int spell_id) {
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}
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Lua_Mob lua_spawn2(int npc_type, int grid, int unused, double x, double y, double z, double heading) {
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auto position = xyz_heading(x, y, z, heading);
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auto position = glm::vec4(x, y, z, heading);
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return Lua_Mob(quest_manager.spawn2(npc_type, grid, unused, position));
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}
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Lua_Mob lua_unique_spawn(int npc_type, int grid, int unused, double x, double y, double z, double heading = 0.0) {
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auto position = xyz_heading(x, y, z, heading);
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auto position = glm::vec4(x, y, z, heading);
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return Lua_Mob(quest_manager.unique_spawn(npc_type, grid, unused, position));
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}
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@@ -421,15 +421,15 @@ void lua_pause(int duration) {
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}
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void lua_move_to(float x, float y, float z) {
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quest_manager.moveto(xyz_heading(x, y, z, 0.0f), false);
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quest_manager.moveto(glm::vec4(x, y, z, 0.0f), false);
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}
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void lua_move_to(float x, float y, float z, float h) {
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quest_manager.moveto(xyz_heading(x, y, z, h), false);
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quest_manager.moveto(glm::vec4(x, y, z, h), false);
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}
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void lua_move_to(float x, float y, float z, float h, bool save_guard_spot) {
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quest_manager.moveto(xyz_heading(x, y, z, h), save_guard_spot);
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quest_manager.moveto(glm::vec4(x, y, z, h), save_guard_spot);
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}
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void lua_path_resume() {
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@@ -485,11 +485,11 @@ void lua_toggle_spawn_event(int event_id, bool enable, bool strict, bool reset)
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}
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void lua_summon_burried_player_corpse(uint32 char_id, float x, float y, float z, float h) {
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quest_manager.summonburriedplayercorpse(char_id, xyz_heading(x, y, z, h));
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quest_manager.summonburriedplayercorpse(char_id, glm::vec4(x, y, z, h));
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}
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void lua_summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h) {
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quest_manager.summonallplayercorpses(char_id, xyz_heading(x, y, z, h));
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quest_manager.summonallplayercorpses(char_id, glm::vec4(x, y, z, h));
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}
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int lua_get_player_burried_corpse_count(uint32 char_id) {
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@@ -685,23 +685,23 @@ int lua_get_level(int type) {
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}
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void lua_create_ground_object(uint32 item_id, float x, float y, float z, float h) {
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quest_manager.CreateGroundObject(item_id, xyz_heading(x, y, z, h));
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quest_manager.CreateGroundObject(item_id, glm::vec4(x, y, z, h));
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}
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void lua_create_ground_object(uint32 item_id, float x, float y, float z, float h, uint32 decay_time) {
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quest_manager.CreateGroundObject(item_id, xyz_heading(x, y, z, h), decay_time);
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quest_manager.CreateGroundObject(item_id, glm::vec4(x, y, z, h), decay_time);
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}
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void lua_create_ground_object_from_model(const char *model, float x, float y, float z, float h) {
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quest_manager.CreateGroundObjectFromModel(model, xyz_heading(x, y, z, h));
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quest_manager.CreateGroundObjectFromModel(model, glm::vec4(x, y, z, h));
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}
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void lua_create_ground_object_from_model(const char *model, float x, float y, float z, float h, int type) {
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quest_manager.CreateGroundObjectFromModel(model, xyz_heading(x, y, z, h), type);
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quest_manager.CreateGroundObjectFromModel(model, glm::vec4(x, y, z, h), type);
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}
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void lua_create_ground_object_from_model(const char *model, float x, float y, float z, float h, int type, uint32 decay_time) {
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quest_manager.CreateGroundObjectFromModel(model, xyz_heading(x, y, z, h), type, decay_time);
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quest_manager.CreateGroundObjectFromModel(model, glm::vec4(x, y, z, h), type, decay_time);
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}
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void lua_create_door(const char *model, float x, float y, float z, float h, int open_type, int size) {
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@@ -1391,7 +1391,7 @@ void lua_create_npc(luabind::adl::object table, float x, float y, float z, float
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LuaCreateNPCParse(raid_target, bool, false);
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LuaCreateNPCParse(probability, uint8, 0);
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NPC* npc = new NPC(npc_type, nullptr, xyz_heading(x, y, z, heading), FlyMode3);
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NPC* npc = new NPC(npc_type, nullptr, glm::vec4(x, y, z, heading), FlyMode3);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc);
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}
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