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https://github.com/EQEmu/Server.git
synced 2026-08-30 09:37:55 +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
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+10
-10
@@ -362,7 +362,7 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
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casting_spell_type = type;
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SaveSpellLoc();
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mlog(SPELLS__CASTING, "Casting %d Started at (%.3f,%.3f,%.3f)", spell_id, m_SpellLocation.m_X, m_SpellLocation.m_Y, m_SpellLocation.m_Z);
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mlog(SPELLS__CASTING, "Casting %d Started at (%.3f,%.3f,%.3f)", spell_id, m_SpellLocation.x, m_SpellLocation.y, m_SpellLocation.z);
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// if this spell doesn't require a target, or if it's an optional target
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// and a target wasn't provided, then it's us; unless TGB is on and this
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@@ -533,8 +533,8 @@ bool Mob::DoCastingChecks()
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return false;
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}
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if (zone->IsSpellBlocked(spell_id, GetPosition())) {
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const char *msg = zone->GetSpellBlockedMessage(spell_id, GetPosition());
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if(zone->IsSpellBlocked(spell_id, glm::vec3(GetPosition()))) {
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const char *msg = zone->GetSpellBlockedMessage(spell_id, glm::vec3(GetPosition()));
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if (msg) {
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Message(13, msg);
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return false;
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@@ -1918,8 +1918,8 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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if(IsClient() && !CastToClient()->GetGM()){
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if(zone->IsSpellBlocked(spell_id, GetPosition())){
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const char *msg = zone->GetSpellBlockedMessage(spell_id, GetPosition());
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if(zone->IsSpellBlocked(spell_id, glm::vec3(GetPosition()))){
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const char *msg = zone->GetSpellBlockedMessage(spell_id, glm::vec3(GetPosition()));
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if(msg){
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Message(13, msg);
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return false;
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@@ -2002,7 +2002,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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if(spell_target != nullptr && spell_target != this) {
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//casting a spell on somebody but ourself, make sure they are in range
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float dist2 = ComparativeDistance(m_Position, spell_target->GetPosition());
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float dist2 = DistanceSquared(m_Position, spell_target->GetPosition());
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float range2 = range * range;
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float min_range2 = spells[spell_id].min_range * spells[spell_id].min_range;
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if(dist2 > range2) {
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@@ -2344,7 +2344,7 @@ bool Mob::ApplyNextBardPulse(uint16 spell_id, Mob *spell_target, uint16 slot) {
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range = GetActSpellRange(spell_id, spells[spell_id].range, true);
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if(spell_target != nullptr && spell_target != this) {
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//casting a spell on somebody but ourself, make sure they are in range
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float dist2 = ComparativeDistance(m_Position, spell_target->GetPosition());
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float dist2 = DistanceSquared(m_Position, spell_target->GetPosition());
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float range2 = range * range;
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if(dist2 > range2) {
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//target is out of range.
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@@ -3856,9 +3856,9 @@ void Corpse::CastRezz(uint16 spellid, Mob* Caster)
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rezz->zone_id = zone->GetZoneID();
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rezz->instance_id = zone->GetInstanceID();
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rezz->spellid = spellid;
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rezz->x = this->m_Position.m_X;
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rezz->y = this->m_Position.m_Y;
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rezz->z = this->m_Position.m_Z;
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rezz->x = this->m_Position.x;
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rezz->y = this->m_Position.y;
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rezz->z = this->m_Position.z;
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rezz->unknown000 = 0x00000000;
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rezz->unknown020 = 0x00000000;
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rezz->unknown088 = 0x00000000;
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