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https://github.com/EQEmu/Server.git
synced 2026-09-05 11:26:35 +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
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+9
-9
@@ -100,9 +100,9 @@ public:
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inline Timer* GetInstanceTimer() { return Instance_Timer; }
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inline xyz_location GetSafePoint() { return m_SafePoint; }
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inline glm::vec3 GetSafePoint() { return m_SafePoint; }
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inline const uint32& graveyard_zoneid() { return pgraveyard_zoneid; }
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inline xyz_heading GetGraveyardPoint() { return m_Graveyard; }
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inline glm::vec4 GetGraveyardPoint() { return m_Graveyard; }
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inline const uint32& graveyard_id() { return pgraveyard_id; }
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inline const uint32& GetMaxClients() { return pMaxClients; }
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@@ -118,8 +118,8 @@ public:
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void ReloadStaticData();
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uint32 CountSpawn2();
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ZonePoint* GetClosestZonePoint(const xyz_location& location, const char* to_name, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePoint(const xyz_location& location, uint32 to, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePoint(const glm::vec3& location, const char* to_name, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePoint(const glm::vec3& location, uint32 to, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePointWithoutZone(float x, float y, float z, Client *client, float max_distance = 40000.0f);
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SpawnGroupList spawn_group_list;
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@@ -227,12 +227,12 @@ public:
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uint8 lootvar;
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bool HasGraveyard();
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void SetGraveyard(uint32 zoneid, const xyz_heading& graveyardPosition);
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void SetGraveyard(uint32 zoneid, const glm::vec4& graveyardPosition);
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void LoadBlockedSpells(uint32 zoneid);
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void ClearBlockedSpells();
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bool IsSpellBlocked(uint32 spell_id, const xyz_location& location);
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const char *GetSpellBlockedMessage(uint32 spell_id, const xyz_location& location);
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bool IsSpellBlocked(uint32 spell_id, const glm::vec3& location);
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const char *GetSpellBlockedMessage(uint32 spell_id, const glm::vec3& location);
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int GetTotalBlockedSpells() { return totalBS; }
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inline bool HasMap() { return zonemap != nullptr; }
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inline bool HasWaterMap() { return watermap != nullptr; }
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@@ -270,7 +270,7 @@ private:
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char* long_name;
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char* map_name;
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bool pvpzone;
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xyz_location m_SafePoint;
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glm::vec3 m_SafePoint;
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uint32 pMaxClients;
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bool can_bind;
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bool is_city;
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@@ -281,7 +281,7 @@ private:
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uint8 zone_type;
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bool allow_mercs;
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uint32 pgraveyard_id, pgraveyard_zoneid;
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xyz_heading m_Graveyard;
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glm::vec4 m_Graveyard;
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int default_ruleset;
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int totalBS;
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