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Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run a script to fix your quests and required SQL to fix DB. This fixes a ton of random issues with headings and as gives us a better resolution on headings :P
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@@ -2115,16 +2115,16 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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spu->x_pos = FloatToEQ19(GetX());
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spu->y_pos = FloatToEQ19(GetY());
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spu->z_pos = FloatToEQ19(GetZ());
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spu->delta_x = NewFloatToEQ13(new_x);
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spu->delta_y = NewFloatToEQ13(new_y);
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spu->delta_z = NewFloatToEQ13(toss_amt);
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spu->heading = FloatToEQ19(GetHeading());
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spu->delta_x = FloatToEQ13(new_x);
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spu->delta_y = FloatToEQ13(new_y);
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spu->delta_z = FloatToEQ13(toss_amt);
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spu->heading = FloatToEQ12(GetHeading());
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spu->padding0002 =0;
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spu->padding0006 =7;
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spu->padding0014 =0x7f;
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spu->padding0018 =0x5df27;
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spu->animation = 0;
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spu->delta_heading = NewFloatToEQ13(0);
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spu->delta_heading = FloatToEQ10(0);
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outapp_push->priority = 5;
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entity_list.QueueClients(this, outapp_push, true);
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if(IsClient())
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@@ -2654,7 +2654,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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float new_ground = GetGroundZ(my_x, my_y);
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if(caster->IsClient())
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caster->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), my_x, my_y, new_ground, GetHeading()*2);
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caster->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), my_x, my_y, new_ground, GetHeading());
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else
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caster->GMMove(my_x, my_y, new_ground, GetHeading());
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}
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