[10115] Add function to update model_info at changes to scale or model.

* At every change to model or scale, the related data (bounding_radius/combat_reach) is now updated accordingly (note that player combat_reach are not changed like creature).
* UpdateModelData is called from within SetDisplayId while changes to scale has explicit call to UpdateModelData after new scale is set (mostly for aura scale)
* The updated values are calculated by (scale*bounding_radius)/(scale*combat_reach)
* Database values for bounding_radius/combat_reach are expected to be relative to scale like 1.0

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-06-28 12:10:13 +02:00
parent 67a7892075
commit 1713caae17
8 changed files with 27 additions and 25 deletions

View file

@ -739,8 +739,6 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
{
pCreature->SetDisplayId(itr->second.modelid);
pCreature->SetNativeDisplayId(itr->second.modelid);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach );
}
}
}
@ -754,8 +752,6 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
{
pCreature->SetDisplayId(itr->second.modelid_prev);
pCreature->SetNativeDisplayId(itr->second.modelid_prev);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach );
}
}
}