Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e)
This commit is contained in:
@@ -135,7 +135,7 @@ namespace Game.Movement
|
||||
{
|
||||
casterDistance = fleeTarget.GetDistance(owner);
|
||||
if (casterDistance > 0.2f)
|
||||
casterAngle = fleeTarget.GetAngle(owner);
|
||||
casterAngle = fleeTarget.GetAbsoluteAngle(owner);
|
||||
else
|
||||
casterAngle = RandomHelper.FRand(0.0f, 2.0f * MathF.PI);
|
||||
}
|
||||
|
||||
@@ -152,7 +152,7 @@ namespace Game.Movement
|
||||
if (hoverDiff != 0f)
|
||||
size = size > hoverDiff ? MathF.Sqrt(size * size - hoverDiff * hoverDiff) : 0.0f;
|
||||
|
||||
GetTarget().GetNearPoint(owner, out x, out y, out z, size, SharedConst.ContactDistance, GetTarget().GetAngle(owner));
|
||||
GetTarget().GetNearPoint(owner, out x, out y, out z, size, SharedConst.ContactDistance, GetTarget().GetAbsoluteAngle(owner));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user