mirror of
https://github.com/EQEmu/Server.git
synced 2026-09-05 23:56:35 +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:
+11
-11
@@ -95,10 +95,10 @@ struct Item_Struct;
|
||||
class NPC : public Mob
|
||||
{
|
||||
public:
|
||||
static NPC* SpawnNPC(const char* spawncommand, const xyz_heading& position, Client* client = nullptr);
|
||||
static NPC* SpawnNPC(const char* spawncommand, const glm::vec4& position, Client* client = nullptr);
|
||||
static int8 GetAILevel(bool iForceReRead = false);
|
||||
|
||||
NPC(const NPCType* data, Spawn2* respawn, const xyz_heading& position, int iflymode, bool IsCorpse = false);
|
||||
NPC(const NPCType* data, Spawn2* respawn, const glm::vec4& position, int iflymode, bool IsCorpse = false);
|
||||
|
||||
virtual ~NPC();
|
||||
|
||||
@@ -162,7 +162,7 @@ public:
|
||||
FACTION_VALUE CheckNPCFactionAlly(int32 other_faction);
|
||||
virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther);
|
||||
|
||||
void GoToBind(uint8 bindnum = 0) { GMMove(m_SpawnPoint.m_X, m_SpawnPoint.m_Y, m_SpawnPoint.m_Z, m_SpawnPoint.m_Heading); }
|
||||
void GoToBind(uint8 bindnum = 0) { GMMove(m_SpawnPoint.x, m_SpawnPoint.y, m_SpawnPoint.z, m_SpawnPoint.w); }
|
||||
void Gate();
|
||||
|
||||
void GetPetState(SpellBuff_Struct *buffs, uint32 *items, char *name);
|
||||
@@ -210,8 +210,8 @@ public:
|
||||
uint32 GetSp2() const { return spawn_group; }
|
||||
uint32 GetSpawnPointID() const;
|
||||
|
||||
xyz_heading const GetSpawnPoint() const { return m_SpawnPoint; }
|
||||
xyz_heading const GetGuardPoint() const { return m_GuardPoint; }
|
||||
glm::vec4 const GetSpawnPoint() const { return m_SpawnPoint; }
|
||||
glm::vec4 const GetGuardPoint() const { return m_GuardPoint; }
|
||||
EmuAppearance GetGuardPointAnim() const { return guard_anim; }
|
||||
void SaveGuardPointAnim(EmuAppearance anim) { guard_anim = anim; }
|
||||
|
||||
@@ -248,7 +248,7 @@ public:
|
||||
|
||||
void SetNPCFactionID(int32 in) { npc_faction_id = in; database.GetFactionIdsForNPC(npc_faction_id, &faction_list, &primary_faction); }
|
||||
|
||||
xyz_heading m_SpawnPoint;
|
||||
glm::vec4 m_SpawnPoint;
|
||||
|
||||
uint32 GetMaxDMG() const {return max_dmg;}
|
||||
uint32 GetMinDMG() const {return min_dmg;}
|
||||
@@ -282,15 +282,15 @@ public:
|
||||
void StopWandering();
|
||||
void ResumeWandering();
|
||||
void PauseWandering(int pausetime);
|
||||
void MoveTo(const xyz_heading& position, bool saveguardspot);
|
||||
void GetClosestWaypoint(std::list<wplist> &wp_list, int count, const xyz_location& location);
|
||||
void MoveTo(const glm::vec4& position, bool saveguardspot);
|
||||
void GetClosestWaypoint(std::list<wplist> &wp_list, int count, const glm::vec3& location);
|
||||
|
||||
uint32 GetEquipment(uint8 material_slot) const; // returns item id
|
||||
int32 GetEquipmentMaterial(uint8 material_slot) const;
|
||||
|
||||
void NextGuardPosition();
|
||||
void SaveGuardSpot(bool iClearGuardSpot = false);
|
||||
inline bool IsGuarding() const { return(m_GuardPoint.m_Heading != 0); }
|
||||
inline bool IsGuarding() const { return(m_GuardPoint.w != 0); }
|
||||
void SaveGuardSpotCharm();
|
||||
void RestoreGuardSpotCharm();
|
||||
void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
|
||||
@@ -473,8 +473,8 @@ protected:
|
||||
void _ClearWaypints();
|
||||
int max_wp;
|
||||
int save_wp;
|
||||
xyz_heading m_GuardPoint;
|
||||
xyz_heading m_GuardPointSaved;
|
||||
glm::vec4 m_GuardPoint;
|
||||
glm::vec4 m_GuardPointSaved;
|
||||
EmuAppearance guard_anim;
|
||||
float roambox_max_x;
|
||||
float roambox_max_y;
|
||||
|
||||
Reference in New Issue
Block a user