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Merge remote-tracking branch 'remotes/origin/master' into logging_changes
Conflicts: world/client.cpp world/worlddb.cpp zone/aggro.cpp zone/bot.cpp zone/client.cpp zone/client_packet.cpp zone/client_process.cpp zone/doors.cpp zone/entity.cpp zone/inventory.cpp zone/mob_ai.cpp zone/perl_client.cpp zone/spells.cpp zone/waypoints.cpp zone/zone.cpp zone/zonedb.cpp zone/zoning.cpp
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+11
-7
@@ -587,8 +587,8 @@ void PathManager::SpawnPathNodes()
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npc_type->CHA = 150;
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npc_type->findable = 1;
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NPC* npc = new NPC(npc_type, 0, PathNodes[i].v.x, PathNodes[i].v.y, PathNodes[i].v.z, 0, FlyMode1);
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auto position = xyz_heading(PathNodes[i].v.x, PathNodes[i].v.y, PathNodes[i].v.z, 0.0f);
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NPC* npc = new NPC(npc_type, nullptr, position, FlyMode1);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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@@ -1197,12 +1197,14 @@ bool PathManager::NoHazardsAccurate(Map::Vertex From, Map::Vertex To)
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if (zone->watermap)
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{
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if (zone->watermap->InLiquid(From.x, From.y, From.z) || zone->watermap->InLiquid(To.x, To.y, To.z))
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auto from = xyz_location(From.x, From.y, From.z);
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auto to = xyz_location(To.x, To.y, To.z);
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if (zone->watermap->InLiquid(from) || zone->watermap->InLiquid(to))
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{
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break;
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}
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if (zone->watermap->InLiquid(TestPoint.x, TestPoint.y, NewZ))
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auto testPointNewZ = xyz_location(TestPoint.x, TestPoint.y, NewZ);
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if (zone->watermap->InLiquid(testPointNewZ))
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{
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Map::Vertex TestPointWater(TestPoint.x, TestPoint.y, NewZ - 0.5f);
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Map::Vertex TestPointWaterDest = TestPointWater;
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@@ -1574,7 +1576,8 @@ int32 PathManager::AddNode(float x, float y, float z, float best_z, int32 reques
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npc_type->CHA = 150;
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npc_type->findable = 1;
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NPC* npc = new NPC(npc_type, 0, new_node.v.x, new_node.v.y, new_node.v.z, 0, FlyMode1);
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auto position = xyz_heading(new_node.v.x, new_node.v.y, new_node.v.z, 0.0f);
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NPC* npc = new NPC(npc_type, nullptr, position, FlyMode1);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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@@ -1634,7 +1637,8 @@ int32 PathManager::AddNode(float x, float y, float z, float best_z, int32 reques
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npc_type->CHA = 150;
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npc_type->findable = 1;
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NPC* npc = new NPC(npc_type, 0, new_node.v.x, new_node.v.y, new_node.v.z, 0, FlyMode1);
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auto position = xyz_heading(new_node.v.x, new_node.v.y, new_node.v.z, 0.0f);
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NPC* npc = new NPC(npc_type, nullptr, position, FlyMode1);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc, true, true);
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