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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-16 21:20:01 -04:00
*Update movement enums - thanks to Zor for info.
*Add functions for position data streaming. --HG-- branch : trunk
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@@ -301,7 +301,7 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
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FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(player->GetMotionMaster()->top());
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uint32 flags3 = MOVEFLAG_GLIDE;
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uint32 flags3 = SPLINEFLAG_GLIDE;
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*data << uint32(flags3); // splines flag?
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@@ -1144,6 +1144,37 @@ bool Position::HasInLine(const Unit * const target, float distance, float width)
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return abs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
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}
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ByteBuffer &operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const & streamer)
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{
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float x, y, z, o;
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buf >> x >> y >> z >> o;
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streamer.m_pos->Relocate(x, y, z, o);
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return buf;
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}
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ByteBuffer & operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const & streamer)
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{
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float x, y, z;
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streamer.m_pos->GetPosition(x, y, z);
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buf << x << y << z;
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return buf;
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}
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ByteBuffer &operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const & streamer)
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{
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float x, y, z;
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buf >> x >> y >> z;
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streamer.m_pos->Relocate(x, y, z);
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return buf;
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}
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ByteBuffer & operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const & streamer)
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{
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float x, y, z, o;
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streamer.m_pos->GetPosition(x, y, z, o);
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buf << x << y << z << o;
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return buf;
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}
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WorldObject::WorldObject()
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: WorldLocation(), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_currMap(NULL)
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, m_zoneScript(NULL)
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@@ -1241,12 +1272,12 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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if (m_transport && obj->GetTransport() && obj->GetTransport()->GetGUIDLow() == m_transport->GetGUIDLow())
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{
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float dtx = m_movementInfo.t_x - obj->m_movementInfo.t_x;
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float dty = m_movementInfo.t_y - obj->m_movementInfo.t_y;
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float dtx = m_movementInfo.t_pos.m_positionX - obj->m_movementInfo.t_pos.m_positionX;
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float dty = m_movementInfo.t_pos.m_positionY - obj->m_movementInfo.t_pos.m_positionY;
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float disttsq = dtx * dtx + dty * dty;
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if (is3D)
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{
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float dtz = m_movementInfo.t_z - obj->m_movementInfo.t_z;
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float dtz = m_movementInfo.t_pos.m_positionZ - obj->m_movementInfo.t_pos.m_positionZ;
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disttsq += dtz * dtz;
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}
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return disttsq < (maxdist * maxdist);
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