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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
[Code Cleanup] Remove this-> in code where its implied (#2088)
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+11
-11
@@ -97,10 +97,10 @@ void NPC::DisplayWaypointInfo(Client *client) {
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GetID(),
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GetSpawnGroupId(),
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GetSpawnPointID()
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).c_str()
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).c_str()
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);
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for (const auto& current_waypoint : Waypoints) {
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client->Message(
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Chat::White,
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@@ -118,7 +118,7 @@ void NPC::DisplayWaypointInfo(Client *client) {
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"{} ({})",
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ConvertSecondsToTime(current_waypoint.pause),
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current_waypoint.pause
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) :
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) :
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""
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)
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).c_str()
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@@ -237,7 +237,7 @@ void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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} //hack to make IsGuarding simpler
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if (m_GuardPoint.w == -1)
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m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
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m_GuardPoint.w = CalculateHeadingToTarget(position.x, position.y);
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LogAI("Setting guard position to [{}]", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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}
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@@ -632,7 +632,7 @@ void NPC::AssignWaypoints(int32 grid_id, int start_wp)
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if (grid_id < 0) {
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// Allow setting negative grid values for pausing pathing
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this->CastToNPC()->SetGrid(grid_id);
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CastToNPC()->SetGrid(grid_id);
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return;
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}
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@@ -767,9 +767,9 @@ float Mob::GetFixedZ(const glm::vec3 &destination, int32 z_find_offset) {
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/*
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* Any more than 5 in the offset makes NPC's hop/snap to ceiling in small corridors
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*/
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new_z = this->FindDestGroundZ(destination, z_find_offset);
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new_z = FindDestGroundZ(destination, z_find_offset);
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if (new_z != BEST_Z_INVALID) {
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new_z += this->GetZOffset();
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new_z += GetZOffset();
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if (new_z < -2000) {
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new_z = m_Position.z;
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@@ -779,7 +779,7 @@ float Mob::GetFixedZ(const glm::vec3 &destination, int32 z_find_offset) {
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auto duration = timer.elapsed();
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LogFixZ("Mob::GetFixedZ() ([{}]) returned [{}] at [{}], [{}], [{}] - Took [{}]",
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this->GetCleanName(),
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GetCleanName(),
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new_z,
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destination.x,
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destination.y,
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@@ -811,17 +811,17 @@ void Mob::FixZ(int32 z_find_offset /*= 5*/, bool fix_client_z /*= false*/) {
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if ((new_z > -2000) && new_z != BEST_Z_INVALID) {
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if (RuleB(Map, MobZVisualDebug)) {
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this->SendAppearanceEffect(78, 0, 0, 0, 0);
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SendAppearanceEffect(78, 0, 0, 0, 0);
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}
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m_Position.z = new_z;
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}
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else {
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if (RuleB(Map, MobZVisualDebug)) {
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this->SendAppearanceEffect(103, 0, 0, 0, 0);
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SendAppearanceEffect(103, 0, 0, 0, 0);
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}
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LogFixZ("[{}] is failing to find Z [{}]", this->GetCleanName(), std::abs(m_Position.z - new_z));
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LogFixZ("[{}] is failing to find Z [{}]", GetCleanName(), std::abs(m_Position.z - new_z));
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}
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}
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