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Horse constructor converted to xyz_heading
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51d6ea622e
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@ -28,8 +28,8 @@
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std::map<uint16, const NPCType *> Horse::horse_types;
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std::map<uint16, const NPCType *> Horse::horse_types;
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LinkedList<NPCType *> horses_auto_delete;
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LinkedList<NPCType *> horses_auto_delete;
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Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
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Horse::Horse(Client *_owner, uint16 spell_id, const xyz_heading& position)
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: NPC(GetHorseType(spell_id), nullptr, xyz_heading(x, y, z, heading), FlyMode3)
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: NPC(GetHorseType(spell_id), nullptr, position, FlyMode3)
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{
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{
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//give the horse its proper name.
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//give the horse its proper name.
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strn0cpy(name, _owner->GetCleanName(), 55);
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strn0cpy(name, _owner->GetCleanName(), 55);
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@ -126,7 +126,7 @@ void Client::SummonHorse(uint16 spell_id) {
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// No Horse, lets get them one.
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// No Horse, lets get them one.
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Horse* horse = new Horse(this, spell_id, GetX(), GetY(), GetZ(), GetHeading());
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Horse* horse = new Horse(this, spell_id, GetPosition());
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//we want to manage the spawn packet ourself.
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//we want to manage the spawn packet ourself.
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//another reason is we dont want quests executing on it.
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//another reason is we dont want quests executing on it.
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@ -25,7 +25,7 @@ Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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class Horse : public NPC {
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class Horse : public NPC {
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public:
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public:
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Horse(Client *owner, uint16 spell_id, float x, float y, float z, float heading);
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Horse(Client *owner, uint16 spell_id, const xyz_heading& position);
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virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
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virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
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