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[10112] Rename GetObjectSize function to GetObjectBoundingRadius
To reflect better what the function should actually return and also to clarify when used in misc calculations. Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
parent
0757b43929
commit
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11 changed files with 46 additions and 46 deletions
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@ -141,7 +141,7 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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radius += obj.GetObjectSize();
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radius += obj.GetObjectBoundingRadius();
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//lets calculate object coord offsets from cell borders.
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//TODO: add more correct/generic method for this task
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const float x_offset = (obj.GetPositionX() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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@ -440,7 +440,7 @@ bool ChatHandler::HandleNamegoCommand(const char* args)
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// before GM
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float x,y,z;
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m_session->GetPlayer()->GetClosePoint(x,y,z,target->GetObjectSize());
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m_session->GetPlayer()->GetClosePoint(x, y, z, target->GetObjectBoundingRadius());
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target->TeleportTo(m_session->GetPlayer()->GetMapId(),x,y,z,target->GetOrientation());
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}
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else
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@ -2180,7 +2180,7 @@ bool ChatHandler::HandleGroupgoCommand(const char* args)
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// before GM
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float x,y,z;
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m_session->GetPlayer()->GetClosePoint(x,y,z,pl->GetObjectSize());
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m_session->GetPlayer()->GetClosePoint(x, y, z, pl->GetObjectBoundingRadius());
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pl->TeleportTo(m_session->GetPlayer()->GetMapId(),x,y,z,pl->GetOrientation());
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}
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@ -1839,7 +1839,7 @@ bool ChatHandler::HandleNpcTameCommand(const char* /*args*/)
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// place pet before player
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float x,y,z;
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player->GetClosePoint (x,y,z,creatureTarget->GetObjectSize (),CONTACT_DISTANCE);
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player->GetClosePoint(x, y, z, creatureTarget->GetObjectBoundingRadius(), CONTACT_DISTANCE);
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pet->Relocate (x,y,z,M_PI_F-player->GetOrientation ());
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// set pet to defensive mode by default (some classes can't control controlled pets in fact).
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@ -1156,7 +1156,7 @@ float WorldObject::GetDistance(const WorldObject* obj) const
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float dz = GetPositionZ() - obj->GetPositionZ();
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1165,7 +1165,7 @@ float WorldObject::GetDistance2d(float x, float y) const
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{
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1175,7 +1175,7 @@ float WorldObject::GetDistance(float x, float y, float z) const
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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float dz = GetPositionZ() - z;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1184,7 +1184,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
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{
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1192,7 +1192,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
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float WorldObject::GetDistanceZ(const WorldObject* obj) const
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{
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float dz = fabs(GetPositionZ() - obj->GetPositionZ());
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = dz - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1204,7 +1204,7 @@ bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare)
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float dz = GetPositionZ() - z;
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1216,7 +1216,7 @@ bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
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float dy = GetPositionY() - y;
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float distsq = dx*dx + dy*dy;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1232,7 +1232,7 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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float dz = GetPositionZ() - obj->GetPositionZ();
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1288,7 +1288,7 @@ bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRan
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1308,7 +1308,7 @@ bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange)
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float dy = GetPositionY() - y;
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float distsq = dx*dx + dy*dy;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1329,7 +1329,7 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
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float dz = GetPositionZ() - z;
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1647,7 +1647,7 @@ Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, floa
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}
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if (x == 0.0f && y == 0.0f && z == 0.0f)
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GetClosePoint(x, y, z, pCreature->GetObjectSize());
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GetClosePoint(x, y, z, pCreature->GetObjectBoundingRadius());
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pCreature->Relocate(x, y, z, ang);
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pCreature->SetSummonPoint(x, y, z, ang);
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@ -1729,7 +1729,7 @@ namespace MaNGOS
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// dist include size of u
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float dist2d = i_object.GetDistance2d(x,y);
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i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
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i_selector.AddUsedPos(u->GetObjectBoundingRadius(), angle, dist2d + i_object.GetObjectBoundingRadius());
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}
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private:
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WorldObject const& i_object;
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@ -1743,16 +1743,16 @@ namespace MaNGOS
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void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
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{
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x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
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y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
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x = GetPositionX() + (GetObjectBoundingRadius() + distance2d) * cos(absAngle);
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y = GetPositionY() + (GetObjectBoundingRadius() + distance2d) * sin(absAngle);
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MaNGOS::NormalizeMapCoord(x);
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MaNGOS::NormalizeMapCoord(y);
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}
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const
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{
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GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
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GetNearPoint2D(x, y, distance2d+searcher_bounding_radius, absAngle);
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z = GetPositionZ();
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// if detection disabled, return first point
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@ -1768,7 +1768,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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bool first_los_conflict = false; // first point LOS problems
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// prepare selector for work
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ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
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ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectBoundingRadius(), distance2d+searcher_bounding_radius);
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// adding used positions around object
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{
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@ -37,7 +37,7 @@
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#define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
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#define DEFAULT_VISIBILITY_BGARENAS 180.0f // default visible distance in BG/Arenas, 180 yards
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#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
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#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // currently used (correctly?) for any non Unit world objects. This is actually the bounding_radius, like player/creature from creature_model_data
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#define DEFAULT_OBJECT_SCALE 1.0f // player/item scale as default, npc/go from database, pets from dbc
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#define MAX_STEALTH_DETECT_RANGE 45.0f
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@ -359,19 +359,19 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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{ loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); }
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float GetOrientation( ) const { return m_orientation; }
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void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint( WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
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void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0) const
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{
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// angle calculated from current orientation
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GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
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GetNearPoint(NULL, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
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}
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void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
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GetNearPoint(obj, x, y, z, obj->GetObjectBoundingRadius(), distance2d, GetAngle(obj));
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}
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float GetObjectSize() const
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float GetObjectBoundingRadius() const
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{
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return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE;
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}
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@ -163,7 +163,7 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
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}
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float px, py, pz;
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owner->GetClosePoint(px, py, pz, GetObjectSize(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Relocate(px, py, pz, owner->GetOrientation());
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@ -2286,7 +2286,7 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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}
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float _target_x, _target_y, _target_z;
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pTarget->GetClosePoint(_target_x, _target_y, _target_z, pTarget->GetObjectSize(), dist, angle);
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pTarget->GetClosePoint(_target_x, _target_y, _target_z, pTarget->GetObjectBoundingRadius(), dist, angle);
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if(pTarget->IsWithinLOS(_target_x, _target_y, _target_z))
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{
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targetUnitMap.push_back(m_caster);
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@ -2368,7 +2368,7 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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float dist = minRange+ rand_norm_f()*(maxRange-minRange);
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float _target_x, _target_y, _target_z;
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m_caster->GetClosePoint(_target_x, _target_y, _target_z, m_caster->GetObjectSize(), dist);
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m_caster->GetClosePoint(_target_x, _target_y, _target_z, m_caster->GetObjectBoundingRadius(), dist);
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m_targets.setDestination(_target_x, _target_y, _target_z);
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}
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@ -3958,7 +3958,7 @@ void Spell::DoSummon(SpellEffectIndex eff_idx)
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z = m_targets.m_destZ;
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}
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else
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m_caster->GetClosePoint(x, y, z, spawnCreature->GetObjectSize());
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m_caster->GetClosePoint(x, y, z, spawnCreature->GetObjectBoundingRadius());
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spawnCreature->Relocate(x, y, z, -m_caster->GetOrientation());
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spawnCreature->SetSummonPoint(x, y, z, -m_caster->GetOrientation());
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@ -4377,7 +4377,7 @@ void Spell::DoSummonGuardian(SpellEffectIndex eff_idx, uint32 forceFaction)
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}
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// Summon if dest location not present near caster
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else
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m_caster->GetClosePoint(px, py, pz,spawnCreature->GetObjectSize());
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m_caster->GetClosePoint(px, py, pz,spawnCreature->GetObjectBoundingRadius());
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spawnCreature->Relocate(px, py, pz, m_caster->GetOrientation());
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spawnCreature->SetSummonPoint(px, py, pz, m_caster->GetOrientation());
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@ -4425,7 +4425,7 @@ void Spell::EffectTeleUnitsFaceCaster(SpellEffectIndex eff_idx)
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float dis = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[eff_idx]));
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float fx, fy, fz;
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m_caster->GetClosePoint(fx, fy, fz, unitTarget->GetObjectSize(), dis);
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m_caster->GetClosePoint(fx, fy, fz, unitTarget->GetObjectBoundingRadius(), dis);
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unitTarget->NearTeleportTo(fx, fy, fz, -m_caster->GetOrientation(), unitTarget==m_caster);
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}
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@ -4762,7 +4762,7 @@ void Spell::EffectSummonPet(SpellEffectIndex eff_idx)
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OldSummon->GetMap()->Remove((Creature*)OldSummon,false);
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float px, py, pz;
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m_caster->GetClosePoint(px, py, pz, OldSummon->GetObjectSize());
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m_caster->GetClosePoint(px, py, pz, OldSummon->GetObjectBoundingRadius());
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OldSummon->Relocate(px, py, pz, OldSummon->GetOrientation());
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m_caster->GetMap()->Add((Creature*)OldSummon);
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@ -4812,7 +4812,7 @@ void Spell::EffectSummonPet(SpellEffectIndex eff_idx)
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}
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float px, py, pz;
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m_caster->GetClosePoint(px, py, pz, NewSummon->GetObjectSize());
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m_caster->GetClosePoint(px, py, pz, NewSummon->GetObjectBoundingRadius());
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NewSummon->Relocate(px, py, pz, m_caster->GetOrientation());
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@ -6639,7 +6639,7 @@ void Spell::EffectSummonPlayer(SpellEffectIndex /*eff_idx*/)
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return;
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float x, y, z;
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m_caster->GetClosePoint(x, y, z, unitTarget->GetObjectSize());
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m_caster->GetClosePoint(x, y, z, unitTarget->GetObjectBoundingRadius());
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((Player*)unitTarget)->SetSummonPoint(m_caster->GetMapId(),x,y,z);
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@ -6725,7 +6725,7 @@ void Spell::DoSummonTotem(SpellEffectIndex eff_idx, uint8 slot_dbc)
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float angle = slot < MAX_TOTEM_SLOT ? M_PI_F/MAX_TOTEM_SLOT - (slot*2*M_PI_F/MAX_TOTEM_SLOT) : 0;
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float x, y, z;
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m_caster->GetClosePoint(x, y, z, pTotem->GetObjectSize(), 2.0f, angle);
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m_caster->GetClosePoint(x, y, z, pTotem->GetObjectBoundingRadius(), 2.0f, angle);
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// totem must be at same Z in case swimming caster and etc.
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if( fabs( z - m_caster->GetPositionZ() ) > 5 )
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@ -7027,7 +7027,7 @@ void Spell::EffectLeapForward(SpellEffectIndex eff_idx)
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// before caster
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float fx, fy, fz;
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unitTarget->GetClosePoint(fx, fy, fz, unitTarget->GetObjectSize(), dis);
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unitTarget->GetClosePoint(fx, fy, fz, unitTarget->GetObjectBoundingRadius(), dis);
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float ox, oy, oz;
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unitTarget->GetPosition(ox, oy, oz);
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@ -7234,7 +7234,7 @@ void Spell::DoSummonCritter(SpellEffectIndex eff_idx, uint32 forceFaction)
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}
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// Summon if dest location not present near caster
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else
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m_caster->GetClosePoint(x, y, z, critter->GetObjectSize());
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m_caster->GetClosePoint(x, y, z, critter->GetObjectBoundingRadius());
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critter->Relocate(x, y, z, m_caster->GetOrientation());
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critter->SetSummonPoint(x, y, z, m_caster->GetOrientation());
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@ -55,7 +55,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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else
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{
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// to at i_offset distance from target and i_angle from target facing
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i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
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i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle);
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
@ -70,7 +70,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
|
|||
ralf
|
||||
|
||||
//We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
|
||||
float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
|
||||
float bothObjectSize = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + CONTACT_DISTANCE;
|
||||
if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
|
||||
return;
|
||||
*/
|
||||
|
|
@ -158,10 +158,10 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
|
|||
return true; // not expire now, but already lost
|
||||
|
||||
// put targeted movement generators on a higher priority
|
||||
if (owner.GetObjectSize())
|
||||
if (owner.GetObjectBoundingRadius())
|
||||
i_destinationHolder.ResetUpdate(50);
|
||||
|
||||
float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE);
|
||||
float dist = i_target->GetObjectBoundingRadius() + owner.GetObjectBoundingRadius() + sWorld.getConfig(CONFIG_FLOAT_RATE_TARGET_POS_RECALCULATION_RANGE);
|
||||
|
||||
//More distance let have better performance, less distance let have more sensitive reaction at target move.
|
||||
|
||||
|
|
|
|||
|
|
@ -643,7 +643,7 @@ bool ChatHandler::HandleDebugSpawnVehicle(const char* args)
|
|||
}
|
||||
|
||||
float px, py, pz;
|
||||
m_session->GetPlayer()->GetClosePoint(px, py, pz, m_session->GetPlayer()->GetObjectSize());
|
||||
m_session->GetPlayer()->GetClosePoint(px, py, pz, m_session->GetPlayer()->GetObjectBoundingRadius());
|
||||
|
||||
v->Relocate(px, py, pz, m_session->GetPlayer()->GetOrientation());
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "10111"
|
||||
#define REVISION_NR "10112"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue