Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e)
This commit is contained in:
@@ -158,7 +158,7 @@ namespace Game.AI
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// Face the unit (stealthed player) and set distracted state for 5 seconds
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me.GetMotionMaster().MoveDistract(5 * Time.InMilliseconds);
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me.StopMoving();
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me.SetFacingTo(me.GetAngle(who));
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me.SetFacingTo(me.GetAbsoluteAngle(who));
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}
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// Called for reaction at stopping attack at no attackers or targets
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@@ -1296,7 +1296,7 @@ namespace Game.AI
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if (me.IsStopped() && !me.HasUnitState(UnitState.CannotTurn))
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{
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float targetAngle = me.GetAngle(target);
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float targetAngle = me.GetAbsoluteAngle(target);
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if (_forceFacing || Math.Abs(me.GetOrientation() - targetAngle) > 0.4f)
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{
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me.SetFacingTo(targetAngle);
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@@ -366,7 +366,7 @@ namespace Game.Chat
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float x, y, z;
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target.GetContactPoint(_player, out x, out y, out z);
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_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAngle(target), TeleportToOptions.GMMode);
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_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAbsoluteAngle(target), TeleportToOptions.GMMode);
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PhasingHandler.InheritPhaseShift(_player, target);
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_player.UpdateObjectVisibility();
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}
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@@ -806,7 +806,7 @@ namespace Game.Chat
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return false;
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Player chr = handler.GetSession().GetPlayer();
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float followAngle = (creature.GetAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
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float followAngle = (creature.GetAbsoluteAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
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float followDist = MathF.Sqrt(MathF.Pow(chr.GetPositionX() - creature.GetPositionX(), 2f) + MathF.Pow(chr.GetPositionY() - creature.GetPositionY(), 2f));
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uint groupAI = 0;
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FormationMgr.AddFormationMember(lowguid, followAngle, followDist, leaderGUID, groupAI);
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@@ -889,7 +889,7 @@ namespace Game.Entities
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if (GetTemplate() != null && GetTemplate().HasFlag(AreaTriggerFlags.HasFaceMovementDir))
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{
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Vector3 nextPoint = _spline.GetPoint(lastPositionIndex + 1);
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orientation = GetAngle(nextPoint.X, nextPoint.Y);
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orientation = GetAbsoluteAngle(nextPoint.X, nextPoint.Y);
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}
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GetMap().AreaTriggerRelocation(this, currentPosition.X, currentPosition.Y, currentPosition.Z, orientation);
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@@ -107,13 +107,19 @@ namespace Game.Entities
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return GridDefines.IsValidMapCoord(posX, posY, posZ, Orientation);
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}
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float ToRelativeAngle(float absAngle)
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{
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return NormalizeOrientation(absAngle - Orientation);
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}
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public float GetRelativeAngle(Position pos)
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{
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return GetAngle(pos) - Orientation;
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return ToRelativeAngle(GetAbsoluteAngle(pos));
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}
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public float GetRelativeAngle(float x, float y)
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{
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return GetAngle(x, y) - Orientation;
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return ToRelativeAngle(GetAbsoluteAngle(x, y));
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}
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public void GetPosition(out float x, out float y)
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@@ -214,7 +220,7 @@ namespace Game.Entities
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return dx * dx + dy * dy;
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}
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public float GetAngle(float x, float y)
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public float GetAbsoluteAngle(float x, float y)
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{
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float dx = x - GetPositionX();
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float dy = y - GetPositionY();
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@@ -223,18 +229,24 @@ namespace Game.Entities
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ang = ang >= 0 ? ang : 2 * MathFunctions.PI + ang;
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return ang;
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}
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public float GetAngle(Position pos)
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public float GetAbsoluteAngle(Position pos)
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{
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if (pos == null)
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return 0;
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return GetAngle(pos.GetPositionX(), pos.GetPositionY());
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return GetAbsoluteAngle(pos.GetPositionX(), pos.GetPositionY());
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}
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float ToAbsoluteAngle(float relAngle)
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{
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return NormalizeOrientation(relAngle + Orientation);
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}
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public bool IsInDist(float x, float y, float z, float dist)
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{
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return GetExactDistSq(x, y, z) < dist * dist;
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}
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public bool IsInDist(Position pos, float dist)
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{
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return GetExactDistSq(pos) < dist * dist;
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@@ -286,7 +298,7 @@ namespace Game.Entities
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return IsInDist2d(center, radius) && Math.Abs(verticalDelta) <= height;
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}
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public bool HasInArc(float arc, Position obj, float border = 2.0f, float? orientation = null)
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public bool HasInArc(float arc, Position obj, float border = 2.0f)
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{
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// always have self in arc
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if (obj == this)
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@@ -295,11 +307,8 @@ namespace Game.Entities
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// move arc to range 0.. 2*pi
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arc = NormalizeOrientation(arc);
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float angle = GetAngle(obj);
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angle -= orientation.HasValue ? orientation.Value : GetOrientation();
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// move angle to range -pi ... +pi
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angle = NormalizeOrientation(angle);
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float angle = GetRelativeAngle(obj);
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if (angle > MathFunctions.PI)
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angle -= 2.0f * MathFunctions.PI;
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@@ -308,13 +317,13 @@ namespace Game.Entities
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return ((angle >= lborder) && (angle <= rborder));
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}
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public bool HasInLine(Position pos, float objSize, float width, float? orientation = null)
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public bool HasInLine(Position pos, float objSize, float width)
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{
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if (!HasInArc(MathFunctions.PI, pos, 2.0f, orientation))
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if (!HasInArc(MathFunctions.PI, pos, 2.0f))
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return false;
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width += objSize;
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float angle = GetAngle(pos) - (orientation.HasValue ? orientation.Value : GetOrientation());
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float angle = GetRelativeAngle(pos);
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return Math.Abs(Math.Sin(angle)) * GetExactDist2d(pos.GetPositionX(), pos.GetPositionY()) < width;
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}
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@@ -2973,7 +2973,7 @@ namespace Game.Entities
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Vector3 vObj = new(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
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Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * Math.Min(dest.GetExactDist(GetPosition()), GetCombatReach());
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return new Position(contactPoint.X, contactPoint.Y, contactPoint.Z, GetAngle(contactPoint.X, contactPoint.Y));
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return new Position(contactPoint.X, contactPoint.Y, contactPoint.Z, GetAbsoluteAngle(contactPoint.X, contactPoint.Y));
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}
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void GetHitSpherePointFor(Position dest, out float x, out float y, out float z)
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@@ -3047,7 +3047,7 @@ namespace Game.Entities
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if (size == 0)
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size = GetCombatReach() / 2;
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float angle = pos1.GetAngle(pos2);
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float angle = pos1.GetAbsoluteAngle(pos2);
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// not using sqrt() for performance
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return (size * size) >= GetExactDist2dSq(pos1.GetPositionX() + (float)Math.Cos(angle) * dist, pos1.GetPositionY() + (float)Math.Sin(angle) * dist);
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@@ -3159,7 +3159,7 @@ namespace Game.Entities
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{
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GetNearPoint2D(out x, out y, distance2d + searcher_size, absAngle);
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z = GetPositionZ();
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UpdateAllowedPositionZ(x, y, ref z);
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(searcher ?? this).UpdateAllowedPositionZ(x, y, ref z);
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// if detection disabled, return first point
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if (!WorldConfig.GetBoolValue(WorldCfg.DetectPosCollision))
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@@ -3179,7 +3179,7 @@ namespace Game.Entities
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{
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GetNearPoint2D(out x, out y, distance2d + searcher_size, absAngle + angle);
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z = GetPositionZ();
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UpdateAllowedPositionZ(x, y, ref z);
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(searcher ?? this).UpdateAllowedPositionZ(x, y, ref z);
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if (IsWithinLOS(x, y, z))
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return;
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}
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@@ -3190,10 +3190,10 @@ namespace Game.Entities
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z = first_z;
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}
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public void GetClosePoint(out float x, out float y, out float z, float size, float distance2d = 0, float angle = 0)
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public void GetClosePoint(out float x, out float y, out float z, float size, float distance2d = 0, float relAngle = 0)
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{
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// angle calculated from current orientation
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GetNearPoint(null, out x, out y, out z, size, distance2d, GetOrientation() + angle);
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GetNearPoint(null, out x, out y, out z, size, distance2d, GetOrientation() + relAngle);
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}
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public Position GetNearPosition(float dist, float angle)
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@@ -3220,7 +3220,7 @@ namespace Game.Entities
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public void GetContactPoint(WorldObject obj, out float x, out float y, out float z, float distance2d = 0.5f)
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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, out x, out y, out z, obj.GetCombatReach(), distance2d, GetAngle(obj));
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GetNearPoint(obj, out x, out y, out z, obj.GetCombatReach(), distance2d, GetAbsoluteAngle(obj));
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}
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public void MovePosition(Position pos, float dist, float angle)
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@@ -136,7 +136,7 @@ namespace Game.Entities
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lastPosition = new Position(cam.locations.X, cam.locations.Y, cam.locations.Z, cam.locations.W);
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lastTimestamp = cam.timeStamp;
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}
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float angle = lastPosition.GetAngle(nextPosition);
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float angle = lastPosition.GetAbsoluteAngle(nextPosition);
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angle -= lastPosition.GetOrientation();
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if (angle < 0)
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angle += 2 * MathFunctions.PI;
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@@ -188,7 +188,7 @@ namespace Game.Entities
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public void SetInFront(WorldObject target)
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{
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if (!HasUnitState(UnitState.CannotTurn))
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Orientation = GetAngle(target.GetPosition());
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Orientation = GetAbsoluteAngle(target.GetPosition());
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}
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public void SetFacingTo(float ori, bool force = true)
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@@ -210,7 +210,7 @@ namespace Game.Entities
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return;
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// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
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SetFacingTo(GetAngle(obj));
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SetFacingTo(GetAbsoluteAngle(obj));
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}
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public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
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@@ -387,7 +387,7 @@ namespace Game.Entities
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float x, y, z;
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obj.GetContactPoint(this, out x, out y, out z);
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float speedXY = GetExactDist2d(x, y) * 10.0f / speedZ;
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GetMotionMaster().MoveJump(x, y, z, GetAngle(obj), speedXY, speedZ, EventId.Jump, withOrientation);
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GetMotionMaster().MoveJump(x, y, z, GetAbsoluteAngle(obj), speedXY, speedZ, EventId.Jump, withOrientation);
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}
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public void UpdateSpeed(UnitMoveType mtype)
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@@ -631,19 +631,6 @@ namespace Game.Entities
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return IsInDist(obj, objBoundaryRadius);
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}
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public void GetRandomContactPoint(Unit obj, out float x, out float y, out float z, float distance2dMin, float distance2dMax)
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{
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float combat_reach = GetCombatReach();
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if (combat_reach < 0.1f)
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combat_reach = SharedConst.DefaultPlayerCombatReach;
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int attacker_number = GetAttackers().Count;
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if (attacker_number > 0)
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--attacker_number;
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GetNearPoint(obj, out x, out y, out z, obj.GetCombatReach(), distance2dMin + (distance2dMax - distance2dMin) * (float)RandomHelper.NextDouble()
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, GetAngle(obj.GetPosition()) + (attacker_number != 0 ? MathFunctions.PiOver2 - MathFunctions.PI * (float)RandomHelper.NextDouble() * (float)attacker_number / combat_reach * 0.3f : 0.0f));
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}
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public bool SetDisableGravity(bool disable)
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{
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if (disable == IsLevitating())
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@@ -135,7 +135,7 @@ namespace Game.Movement
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{
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casterDistance = fleeTarget.GetDistance(owner);
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if (casterDistance > 0.2f)
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casterAngle = fleeTarget.GetAngle(owner);
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casterAngle = fleeTarget.GetAbsoluteAngle(owner);
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else
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casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
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}
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@@ -152,7 +152,7 @@ namespace Game.Movement
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if (hoverDiff != 0f)
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size = size > hoverDiff ? MathF.Sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
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GetTarget().GetNearPoint(owner, out x, out y, out z, size, SharedConst.ContactDistance, GetTarget().GetAngle(owner));
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GetTarget().GetNearPoint(owner, out x, out y, out z, size, SharedConst.ContactDistance, GetTarget().GetAbsoluteAngle(owner));
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}
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else
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{
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@@ -277,7 +277,7 @@ namespace Game.Movement
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float distanceToTravel = _owner.GetExactDist2d(target) - distance;
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if (distanceToTravel > 0.0f)
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{
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float angle = _owner.GetAngle(target);
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float angle = _owner.GetAbsoluteAngle(target);
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float destx = _owner.GetPositionX() + distanceToTravel * (float)Math.Cos(angle);
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float desty = _owner.GetPositionY() + distanceToTravel * (float)Math.Sin(angle);
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MovePoint(id, destx, desty, target.GetPositionZ());
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@@ -359,7 +359,7 @@ namespace Game.Movement
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float dist = 2 * moveTimeHalf * speedXY;
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float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
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_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetCombatReach(), dist, _owner.GetAngle(srcX, srcY) + MathFunctions.PI);
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_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetCombatReach(), dist, _owner.GetAbsoluteAngle(srcX, srcY) + MathFunctions.PI);
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MoveSplineInit init = new(_owner);
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init.MoveTo(x, y, z);
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@@ -427,7 +427,7 @@ namespace Game.Movement
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{
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float step = 2 * MathFunctions.PI / stepCount * (clockwise ? -1.0f : 1.0f);
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Position pos = new(x, y, z, 0.0f);
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float angle = pos.GetAngle(_owner.GetPositionX(), _owner.GetPositionY());
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float angle = pos.GetAbsoluteAngle(_owner.GetPositionX(), _owner.GetPositionY());
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MoveSplineInit init = new(_owner);
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init.args.path = new Vector3[stepCount];
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@@ -192,7 +192,7 @@ namespace Game.Movement
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public void SetFacing(Unit target)
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{
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args.facing.angle = unit.GetAngle(target);
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args.facing.angle = unit.GetAbsoluteAngle(target);
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args.facing.target = target.GetGUID();
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args.facing.type = MonsterMoveType.FacingTarget;
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}
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@@ -8332,25 +8332,22 @@ namespace Game.Spells
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public class WorldObjectSpellLineTargetCheck : WorldObjectSpellAreaTargetCheck
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{
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Position _srcPosition;
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Position _dstPosition;
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Position _position;
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float _lineWidth;
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public WorldObjectSpellLineTargetCheck(Position srcPosition, Position dstPosition, float lineWidth, float range, WorldObject caster, SpellInfo spellInfo, SpellTargetCheckTypes selectionType, List<Condition> condList, SpellTargetObjectTypes objectType)
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: base(range, caster, caster, caster, spellInfo, selectionType, condList, objectType)
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{
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_srcPosition = srcPosition;
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_dstPosition = dstPosition;
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_position = srcPosition;
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_lineWidth = lineWidth;
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if (dstPosition != null && srcPosition != dstPosition)
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_position.SetOrientation(srcPosition.GetAbsoluteAngle(dstPosition));
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}
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public override bool Invoke(WorldObject target)
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{
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float angle = _caster.GetOrientation();
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if (_srcPosition != _dstPosition)
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angle = _srcPosition.GetAngle(_dstPosition);
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if (!_caster.HasInLine(target, target.GetCombatReach(), _lineWidth, angle))
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if (!_position.HasInLine(target, target.GetCombatReach(), _lineWidth))
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return false;
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return base.Invoke(target);
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@@ -1927,7 +1927,7 @@ namespace Game.Spells
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unitTarget.GetMotionMaster().MoveDistract((uint)(damage * Time.InMilliseconds));
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unitTarget.StopMoving();
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unitTarget.SetFacingTo(unitTarget.GetAngle(destTarget));
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unitTarget.SetFacingTo(unitTarget.GetAbsoluteAngle(destTarget));
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}
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[SpellEffectHandler(SpellEffectName.Pickpocket)]
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@@ -4863,7 +4863,7 @@ namespace Game.Spells
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summon.SetFaction(unitCaster.GetFaction());
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if (summon.HasUnitTypeMask(UnitTypeMask.Minion) && m_targets.HasDst())
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((Minion)summon).SetFollowAngle(unitCaster.GetAngle(summon.GetPosition()));
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((Minion)summon).SetFollowAngle(unitCaster.GetAbsoluteAngle(summon.GetPosition()));
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if (summon.GetEntry() == 27893)
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{
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@@ -431,7 +431,7 @@ namespace Scripts.World.GameObjects
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me.UseDoorOrButton();
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int Random = (int)(RandomHelper.Rand32() % (CreatureIds.PrisonEntry.Length / sizeof(uint)));
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Creature creature = player.SummonCreature(CreatureIds.PrisonEntry[Random], me.GetPositionX(), me.GetPositionY(), me.GetPositionZ(), me.GetAngle(player), TempSummonType.TimedDespawnOutOfCombat, 30000);
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Creature creature = player.SummonCreature(CreatureIds.PrisonEntry[Random], me.GetPositionX(), me.GetPositionY(), me.GetPositionZ(), me.GetAbsoluteAngle(player), TempSummonType.TimedDespawnOutOfCombat, 30000);
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if (creature)
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{
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if (!creature.IsHostileTo(player))
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@@ -485,7 +485,7 @@ namespace Scripts.World.GameObjects
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me.UseDoorOrButton();
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int Random = (int)(RandomHelper.Rand32() % CreatureIds.StasisEntry.Length / sizeof(uint));
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player.SummonCreature(CreatureIds.StasisEntry[Random], me.GetPositionX(), me.GetPositionY(), me.GetPositionZ(), me.GetAngle(player), TempSummonType.TimedDespawnOutOfCombat, 30000);
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player.SummonCreature(CreatureIds.StasisEntry[Random], me.GetPositionX(), me.GetPositionY(), me.GetPositionZ(), me.GetAbsoluteAngle(player), TempSummonType.TimedDespawnOutOfCombat, 30000);
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return false;
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}
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@@ -953,8 +953,8 @@ namespace Scripts.World.GameObjects
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public override bool GossipHello(Player player)
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{
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player.SendLoot(me.GetGUID(), LootType.Corpse);
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me.SummonCreature(CreatureIds.HiveAmbusher, me.GetPositionX() + 1, me.GetPositionY(), me.GetPositionZ(), me.GetAngle(player), TempSummonType.TimedOrDeadDespawn, 60000);
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||||
me.SummonCreature(CreatureIds.HiveAmbusher, me.GetPositionX(), me.GetPositionY() + 1, me.GetPositionZ(), me.GetAngle(player), TempSummonType.TimedOrDeadDespawn, 60000);
|
||||
me.SummonCreature(CreatureIds.HiveAmbusher, me.GetPositionX() + 1, me.GetPositionY(), me.GetPositionZ(), me.GetAbsoluteAngle(player), TempSummonType.TimedOrDeadDespawn, 60000);
|
||||
me.SummonCreature(CreatureIds.HiveAmbusher, me.GetPositionX(), me.GetPositionY() + 1, me.GetPositionZ(), me.GetAbsoluteAngle(player), TempSummonType.TimedOrDeadDespawn, 60000);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2099,7 +2099,7 @@ namespace Scripts.World.NpcSpecial
|
||||
_isSearching = false;
|
||||
_target = target.GetGUID();
|
||||
me.SetWalk(true);
|
||||
me.GetMotionMaster().MovePoint(TrainWrecker.MoveidChase, target.GetNearPosition(3.0f, target.GetAngle(me)));
|
||||
me.GetMotionMaster().MovePoint(TrainWrecker.MoveidChase, target.GetNearPosition(3.0f, target.GetAbsoluteAngle(me)));
|
||||
}
|
||||
else
|
||||
_timer = 3 * Time.InMilliseconds;
|
||||
|
||||
Reference in New Issue
Block a user