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https://github.com/EQEmu/Server.git
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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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+4
-4
@@ -56,7 +56,7 @@ extern Zone* zone;
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extern volatile bool ZoneLoaded;
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extern EntityList entity_list;
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NPC::NPC(const NPCType* d, Spawn2* in_respawn, const xyz_heading& position, int iflymode, bool IsCorpse)
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NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int iflymode, bool IsCorpse)
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: Mob(d->name,
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d->lastname,
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d->max_hp,
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@@ -662,8 +662,8 @@ bool NPC::Process()
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DoGravityEffect();
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}
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if(reface_timer->Check() && !IsEngaged() && (m_GuardPoint.m_X == GetX() && m_GuardPoint.m_Y == GetY() && m_GuardPoint.m_Z == GetZ())) {
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SetHeading(m_GuardPoint.m_Heading);
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if(reface_timer->Check() && !IsEngaged() && (m_GuardPoint.x == GetX() && m_GuardPoint.y == GetY() && m_GuardPoint.z == GetZ())) {
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SetHeading(m_GuardPoint.w);
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SendPosition();
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reface_timer->Disable();
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}
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@@ -768,7 +768,7 @@ bool NPC::DatabaseCastAccepted(int spell_id) {
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return false;
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}
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NPC* NPC::SpawnNPC(const char* spawncommand, const xyz_heading& position, Client* client) {
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NPC* NPC::SpawnNPC(const char* spawncommand, const glm::vec4& position, Client* client) {
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if(spawncommand == 0 || spawncommand[0] == 0) {
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return 0;
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}
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