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Updated THANKS file
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2 changed files with 14 additions and 4 deletions
3
THANKS
3
THANKS
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@ -21,6 +21,9 @@ similar to this one:
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community with a great server. We have not gained too much help from them,
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but we have recieved some.
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Thanks to WCell team (especially Ralek) for reseach on realm reconnect sequence,
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item scaling stats algorithm, gameobject rotation issues.
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The easiest policy with this file is to thank everyone who contributes to the
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project, without judging the value of the contribution.
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@ -124,11 +124,18 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float
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SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle
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int64 rotation = 0;
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float f_rot = sin(ang / 2.0f);
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int64 i_rot = f_rot / atan(pow(2.0f, -20.0f));
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rotation |= (i_rot << 43 >> 43) & 0x00000000001FFFFF;
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sLog.outDebug("go_create: ang: %f, rot: " SI64FMTD, ang, rotation);
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float f_rot1 = sin(ang / 2.0f);
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int64 i_rot1 = f_rot1 / atan(pow(2.0f, -20.0f));
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rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
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//float f_rot2 = sin(0.0f / 2.0f);
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//int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
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//rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
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//float f_rot3 = sin(0.0f / 2.0f);
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//int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
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//rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
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SetUInt64Value(GAMEOBJECT_ROTATION, rotation);
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