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https://github.com/EQEmu/Server.git
synced 2026-09-02 16:46:37 +00:00
heading, x_pos, y_pos, and z_pos replaced with m_Position in Mob
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+28
-28
@@ -347,16 +347,16 @@ void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instanc
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//set the player's coordinates in the new zone so they have them
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//when they zone into it
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x_pos = dest_x; //these coordinates will now be saved when ~client is called
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y_pos = dest_y;
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z_pos = dest_z;
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heading = dest_h; // Cripp: fix for zone heading
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m_Position.m_X = dest_x; //these coordinates will now be saved when ~client is called
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m_Position.m_Y = dest_y;
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m_Position.m_Z = dest_z;
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m_Position.m_Heading = dest_h; // Cripp: fix for zone heading
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m_pp.heading = dest_h;
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m_pp.zone_id = zone_id;
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m_pp.zoneInstance = instance_id;
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//Force a save so its waiting for them when they zone
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Save(2);
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Save(2);
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if (zone_id == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
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// No need to ask worldserver if we're zoning to ourselves (most
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@@ -500,9 +500,9 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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SetHeading(heading);
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break;
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case GMSummon:
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zonesummon_x = x_pos = x;
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zonesummon_y = y_pos = y;
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zonesummon_z = z_pos = z;
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zonesummon_x = m_Position.m_X = x;
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zonesummon_y = m_Position.m_Y = y;
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zonesummon_z = m_Position.m_Z = z;
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SetHeading(heading);
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zonesummon_id = zoneID;
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@@ -518,31 +518,31 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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zonesummon_ignorerestrictions = ignorerestrictions;
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break;
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case GateToBindPoint:
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x = x_pos = m_pp.binds[0].x;
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y = y_pos = m_pp.binds[0].y;
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z = z_pos = m_pp.binds[0].z;
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x = m_Position.m_X = m_pp.binds[0].x;
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y = m_Position.m_Y = m_pp.binds[0].y;
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z = m_Position.m_Z = m_pp.binds[0].z;
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heading = m_pp.binds[0].heading;
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break;
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case ZoneToBindPoint:
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x = x_pos = m_pp.binds[0].x;
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y = y_pos = m_pp.binds[0].y;
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z = z_pos = m_pp.binds[0].z;
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x = m_Position.m_X = m_pp.binds[0].x;
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y = m_Position.m_Y = m_pp.binds[0].y;
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z = m_Position.m_Z = m_pp.binds[0].z;
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heading = m_pp.binds[0].heading;
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zonesummon_ignorerestrictions = 1;
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LogFile->write(EQEMuLog::Debug, "Player %s has died and will be zoned to bind point in zone: %s at LOC x=%f, y=%f, z=%f, heading=%f", GetName(), pZoneName, m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, m_pp.binds[0].heading);
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break;
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case SummonPC:
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zonesummon_x = x_pos = x;
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zonesummon_y = y_pos = y;
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zonesummon_z = z_pos = z;
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zonesummon_x = m_Position.m_X = x;
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zonesummon_y = m_Position.m_Y = y;
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zonesummon_z = m_Position.m_Z = z;
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SetHeading(heading);
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break;
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case Rewind:
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LogFile->write(EQEMuLog::Debug, "%s has requested a /rewind from %f, %f, %f, to %f, %f, %f in %s", GetName(), x_pos, y_pos, z_pos, rewind_x, rewind_y, rewind_z, zone->GetShortName());
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zonesummon_x = x_pos = x;
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zonesummon_y = y_pos = y;
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zonesummon_z = z_pos = z;
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LogFile->write(EQEMuLog::Debug, "%s has requested a /rewind from %f, %f, %f, to %f, %f, %f in %s", GetName(), m_Position.m_X, m_Position.m_Y, m_Position.m_Z, rewind_x, rewind_y, rewind_z, zone->GetShortName());
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zonesummon_x = m_Position.m_X = x;
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zonesummon_y = m_Position.m_Y = y;
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zonesummon_z = m_Position.m_Z = z;
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SetHeading(heading);
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break;
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default:
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@@ -652,10 +652,10 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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else {
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if(zoneID == GetZoneID()) {
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//properly handle proximities
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entity_list.ProcessMove(this, x_pos, y_pos, z_pos);
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proximity_x = x_pos;
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proximity_y = y_pos;
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proximity_z = z_pos;
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entity_list.ProcessMove(this, m_Position.m_X, m_Position.m_Y, m_Position.m_Z);
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proximity_x = m_Position.m_X;
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proximity_y = m_Position.m_Y;
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proximity_z = m_Position.m_Z;
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//send out updates to people in zone.
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SendPosition();
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@@ -723,9 +723,9 @@ void Client::SetBindPoint(int to_zone, int to_instance, float new_x, float new_y
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if (to_zone == -1) {
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m_pp.binds[0].zoneId = zone->GetZoneID();
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m_pp.binds[0].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
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m_pp.binds[0].x = x_pos;
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m_pp.binds[0].y = y_pos;
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m_pp.binds[0].z = z_pos;
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m_pp.binds[0].x = m_Position.m_X;
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m_pp.binds[0].y = m_Position.m_Y;
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m_pp.binds[0].z = m_Position.m_Z;
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}
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else {
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m_pp.binds[0].zoneId = to_zone;
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