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
@@ -56,7 +56,7 @@ extern Zone* zone;
extern volatile bool ZoneLoaded;
extern EntityList entity_list;
NPC::NPC(const NPCType* d, Spawn2* in_respawn, const xyz_heading& position, int iflymode, bool IsCorpse)
NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int iflymode, bool IsCorpse)
: Mob(d->name,
d->lastname,
d->max_hp,
@@ -662,8 +662,8 @@ bool NPC::Process()
DoGravityEffect();
}
if(reface_timer->Check() && !IsEngaged() && (m_GuardPoint.m_X == GetX() && m_GuardPoint.m_Y == GetY() && m_GuardPoint.m_Z == GetZ())) {
SetHeading(m_GuardPoint.m_Heading);
if(reface_timer->Check() && !IsEngaged() && (m_GuardPoint.x == GetX() && m_GuardPoint.y == GetY() && m_GuardPoint.z == GetZ())) {
SetHeading(m_GuardPoint.w);
SendPosition();
reface_timer->Disable();
}
@@ -768,7 +768,7 @@ bool NPC::DatabaseCastAccepted(int spell_id) {
return false;
}
NPC* NPC::SpawnNPC(const char* spawncommand, const xyz_heading& position, Client* client) {
NPC* NPC::SpawnNPC(const char* spawncommand, const glm::vec4& position, Client* client) {
if(spawncommand == 0 || spawncommand[0] == 0) {
return 0;
}