[10145] Use better (but still hack) way for gameobject size calculation

* This is also hack because some float with unknown exactly value used as 'size'
* Another not resolved problem: go size used in creature target autoselection, so for large 'virtual' go
  creature can seelct strange points near in attempt select 'free' place near target.
This commit is contained in:
VladimirMangos 2010-07-03 23:08:32 +04:00
parent 35bf2a56dd
commit ebf27938fb
8 changed files with 25 additions and 9 deletions

View file

@ -660,6 +660,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
float GetObjectBoundingRadius() const; // overwrite WorldObject version
void Use(Unit* user);
LootState getLootState() const { return m_lootState; }