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[8623] Add function to update orientation of unit (for both server and client)
Signed-off-by: NoFantasy <nofantasy@nf.no>
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parent
732bcfbbb6
commit
45a2ee21ef
4 changed files with 15 additions and 15 deletions
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@ -5728,13 +5728,7 @@ bool ChatHandler::HandleCastBackCommand(const char* args)
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bool triggered = (trig_str != NULL);
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bool triggered = (trig_str != NULL);
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// update orientation at server
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caster->SetFacingToObject(m_session->GetPlayer());
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caster->SetOrientation(caster->GetAngle(m_session->GetPlayer()));
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// and client
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WorldPacket data;
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caster->BuildHeartBeatMsg(&data);
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caster->SendMessageToSet(&data,true);
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caster->CastSpell(m_session->GetPlayer(),spell,triggered);
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caster->CastSpell(m_session->GetPlayer(),spell,triggered);
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@ -5819,13 +5813,7 @@ bool ChatHandler::HandleCastTargetCommand(const char* args)
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bool triggered = (trig_str != NULL);
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bool triggered = (trig_str != NULL);
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// update orientation at server
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caster->SetFacingToObject(m_session->GetPlayer());
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caster->SetOrientation(caster->GetAngle(m_session->GetPlayer()));
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// and client
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WorldPacket data;
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caster->BuildHeartBeatMsg(&data);
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caster->SendMessageToSet(&data,true);
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caster->CastSpell(caster->getVictim(),spell,triggered);
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caster->CastSpell(caster->getVictim(),spell,triggered);
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@ -3225,6 +3225,17 @@ void Unit::SetInFront(Unit const* target)
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SetOrientation(GetAngle(target));
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SetOrientation(GetAngle(target));
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}
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}
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void Unit::SetFacingToObject(WorldObject* pObject)
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{
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// update orientation at server
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SetOrientation(GetAngle(pObject));
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// and client
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, false);
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}
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bool Unit::isInAccessablePlaceFor(Creature const* c) const
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bool Unit::isInAccessablePlaceFor(Creature const* c) const
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{
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{
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if(IsInWater())
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if(IsInWater())
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@ -1322,6 +1322,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SetBaseWeaponDamage(WeaponAttackType attType ,WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
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void SetBaseWeaponDamage(WeaponAttackType attType ,WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
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void SetInFront(Unit const* target);
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void SetInFront(Unit const* target);
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void SetFacingToObject(WorldObject* pObject);
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// Visibility system
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// Visibility system
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UnitVisibility GetVisibility() const { return m_Visibility; }
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UnitVisibility GetVisibility() const { return m_Visibility; }
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8622"
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#define REVISION_NR "8623"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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