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In world with 3.1
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parent
5aad1e0169
commit
d3872fa572
12 changed files with 156 additions and 152 deletions
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@ -120,27 +120,6 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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return false;
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}
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SetFloatValue(GAMEOBJECT_POS_X, x);
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SetFloatValue(GAMEOBJECT_POS_Y, y);
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SetFloatValue(GAMEOBJECT_POS_Z, z);
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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_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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SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
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@ -533,10 +512,10 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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data.id = GetEntry();
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data.mapid = mapid;
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data.phaseMask = phaseMask;
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data.posX = GetFloatValue(GAMEOBJECT_POS_X);
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data.posY = GetFloatValue(GAMEOBJECT_POS_Y);
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data.posZ = GetFloatValue(GAMEOBJECT_POS_Z);
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data.orientation = GetFloatValue(GAMEOBJECT_FACING);
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data.posX = GetPositionX();
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data.posY = GetPositionY();
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data.posZ = GetPositionZ();
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data.orientation = GetOrientation();
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data.rotation0 = GetFloatValue(GAMEOBJECT_PARENTROTATION+0);
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data.rotation1 = GetFloatValue(GAMEOBJECT_PARENTROTATION+1);
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data.rotation2 = GetFloatValue(GAMEOBJECT_PARENTROTATION+2);
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@ -554,10 +533,10 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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<< mapid << ", "
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<< (uint32)spawnMask << ", "
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<< (uint32)GetPhaseMask() << ","
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<< GetFloatValue(GAMEOBJECT_POS_X) << ", "
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<< GetFloatValue(GAMEOBJECT_POS_Y) << ", "
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<< GetFloatValue(GAMEOBJECT_POS_Z) << ", "
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<< GetFloatValue(GAMEOBJECT_FACING) << ", "
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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<< GetOrientation() << ", "
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", "
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", "
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
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