Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.

Port From (https://github.com/TrinityCore/TrinityCore/commit/bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e)
This commit is contained in:
hondacrx
2021-09-23 22:46:22 -04:00
parent 0a6d3a9342
commit 4a61a40fb8
17 changed files with 57 additions and 64 deletions
+1 -1
View File
@@ -366,7 +366,7 @@ namespace Game.Chat
float x, y, z;
target.GetContactPoint(_player, out x, out y, out z);
_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAngle(target), TeleportToOptions.GMMode);
_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAbsoluteAngle(target), TeleportToOptions.GMMode);
PhasingHandler.InheritPhaseShift(_player, target);
_player.UpdateObjectVisibility();
}
+1 -1
View File
@@ -806,7 +806,7 @@ namespace Game.Chat
return false;
Player chr = handler.GetSession().GetPlayer();
float followAngle = (creature.GetAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
float followAngle = (creature.GetAbsoluteAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
float followDist = MathF.Sqrt(MathF.Pow(chr.GetPositionX() - creature.GetPositionX(), 2f) + MathF.Pow(chr.GetPositionY() - creature.GetPositionY(), 2f));
uint groupAI = 0;
FormationMgr.AddFormationMember(lowguid, followAngle, followDist, leaderGUID, groupAI);