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
+8 -8
View File
@@ -269,7 +269,7 @@ void Lua_NPC::PauseWandering(int pause_time) {
void Lua_NPC::MoveTo(float x, float y, float z, float h, bool save) {
Lua_Safe_Call_Void();
auto position = xyz_heading(x, y, z, h);
auto position = glm::vec4(x, y, z, h);
self->MoveTo(position, save);
}
@@ -315,37 +315,37 @@ int Lua_NPC::GetSpawnPointID() {
float Lua_NPC::GetSpawnPointX() {
Lua_Safe_Call_Real();
return self->GetSpawnPoint().m_X;
return self->GetSpawnPoint().x;
}
float Lua_NPC::GetSpawnPointY() {
Lua_Safe_Call_Real();
return self->GetSpawnPoint().m_Y;
return self->GetSpawnPoint().y;
}
float Lua_NPC::GetSpawnPointZ() {
Lua_Safe_Call_Real();
return self->GetSpawnPoint().m_Z;
return self->GetSpawnPoint().z;
}
float Lua_NPC::GetSpawnPointH() {
Lua_Safe_Call_Real();
return self->GetSpawnPoint().m_Heading;
return self->GetSpawnPoint().w;
}
float Lua_NPC::GetGuardPointX() {
Lua_Safe_Call_Real();
return self->GetGuardPoint().m_X;
return self->GetGuardPoint().x;
}
float Lua_NPC::GetGuardPointY() {
Lua_Safe_Call_Real();
return self->GetGuardPoint().m_Y;
return self->GetGuardPoint().y;
}
float Lua_NPC::GetGuardPointZ() {
Lua_Safe_Call_Real();
return self->GetGuardPoint().m_Z;
return self->GetGuardPoint().z;
}
void Lua_NPC::SetPrimSkill(int skill_id) {