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GetClosestZonePoint converted to xyz_location (id version)
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@ -1580,10 +1580,10 @@ ZonePoint* Zone::GetClosestZonePoint(float x, float y, float z, uint32 to, Clien
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return closest_zp;
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}
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ZonePoint* Zone::GetClosestZonePoint(float x, float y, float z, const char* to_name, Client* client, float max_distance) {
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ZonePoint* Zone::GetClosestZonePoint(const xyz_location& location, const char* to_name, Client* client, float max_distance) {
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if(to_name == nullptr)
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return GetClosestZonePointWithoutZone(x,y,z, client, max_distance);
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return GetClosestZonePoint(x, y, z, database.GetZoneID(to_name), client, max_distance);
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return GetClosestZonePointWithoutZone(location.m_X, location.m_Y, location.m_Z, client, max_distance);
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return GetClosestZonePoint(location.m_X, location.m_Y, location.m_Z, database.GetZoneID(to_name), client, max_distance);
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}
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ZonePoint* Zone::GetClosestZonePointWithoutZone(float x, float y, float z, Client* client, float max_distance) {
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@ -127,7 +127,7 @@ public:
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void ReloadStaticData();
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uint32 CountSpawn2();
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ZonePoint* GetClosestZonePoint(float x, float y, float z, const char* to_name, Client *client, float max_distance = 40000.0f);
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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(float x, float y, float z, 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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