Backports from 400 branch.

This commit is contained in:
tomrus88 2010-11-15 18:01:45 +03:00
parent bf774f49ce
commit 76dfdd336f
32 changed files with 223 additions and 210 deletions

View file

@ -153,7 +153,7 @@ DBCStorage <SpellFocusObjectEntry> sSpellFocusObjectStore(SpellFocusObjectfmt);
DBCStorage <SpellRadiusEntry> sSpellRadiusStore(SpellRadiusfmt);
DBCStorage <SpellRangeEntry> sSpellRangeStore(SpellRangefmt);
DBCStorage <SpellRuneCostEntry> sSpellRuneCostStore(SpellRuneCostfmt);
DBCStorage <SpellShapeshiftEntry> sSpellShapeshiftStore(SpellShapeshiftfmt);
DBCStorage <SpellShapeshiftFormEntry> sSpellShapeshiftFormStore(SpellShapeshiftFormfmt);
DBCStorage <StableSlotPricesEntry> sStableSlotPricesStore(StableSlotPricesfmt);
DBCStorage <SummonPropertiesEntry> sSummonPropertiesStore(SummonPropertiesfmt);
DBCStorage <TalentEntry> sTalentStore(TalentEntryfmt);
@ -520,7 +520,7 @@ void LoadDBCStores(const std::string& dataPath)
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRadiusStore, dbcPath,"SpellRadius.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRangeStore, dbcPath,"SpellRange.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRuneCostStore, dbcPath,"SpellRuneCost.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellShapeshiftStore, dbcPath,"SpellShapeshiftForm.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellShapeshiftFormStore, dbcPath,"SpellShapeshiftForm.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sStableSlotPricesStore, dbcPath,"StableSlotPrices.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSummonPropertiesStore, dbcPath,"SummonProperties.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sTalentStore, dbcPath,"Talent.dbc");
@ -927,7 +927,7 @@ bool IsPointInAreaTriggerZone(AreaTriggerEntry const* atEntry, uint32 mapid, flo
// rotate the players position instead of rotating the whole cube, that way we can make a simplified
// is-in-cube check and we have to calculate only one point instead of 4
// 2PI = 360, keep in mind that ingame orientation is counter-clockwise
// 2PI = 360, keep in mind that ingame orientation is counter-clockwise
double rotation = 2*M_PI-atEntry->box_orientation;
double sinVal = sin(rotation);
double cosVal = cos(rotation);