Horse constructor converted to xyz_heading

This commit is contained in:
Arthur Ice 2014-11-30 18:33:45 -08:00
parent 51d6ea622e
commit 708b4f3bfb
2 changed files with 4 additions and 4 deletions

View File

@ -28,8 +28,8 @@
std::map<uint16, const NPCType *> Horse::horse_types;
LinkedList<NPCType *> horses_auto_delete;
Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
: NPC(GetHorseType(spell_id), nullptr, xyz_heading(x, y, z, heading), FlyMode3)
Horse::Horse(Client *_owner, uint16 spell_id, const xyz_heading& position)
: NPC(GetHorseType(spell_id), nullptr, position, FlyMode3)
{
//give the horse its proper name.
strn0cpy(name, _owner->GetCleanName(), 55);
@ -126,7 +126,7 @@ void Client::SummonHorse(uint16 spell_id) {
// No Horse, lets get them one.
Horse* horse = new Horse(this, spell_id, GetX(), GetY(), GetZ(), GetHeading());
Horse* horse = new Horse(this, spell_id, GetPosition());
//we want to manage the spawn packet ourself.
//another reason is we dont want quests executing on it.

View File

@ -25,7 +25,7 @@ Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
class Horse : public NPC {
public:
Horse(Client *owner, uint16 spell_id, float x, float y, float z, float heading);
Horse(Client *owner, uint16 spell_id, const xyz_heading& position);
virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);