Core/Movement: Fix LoS issue of NPCs chasing targets

Port From (https://github.com/TrinityCore/TrinityCore/commit/f012d4b7fcf0376de75f09c2b59509247fd133cb)
This commit is contained in:
hondacrx
2022-01-04 20:09:33 -05:00
parent 12c9ea08ac
commit 7f053ea099
3 changed files with 20 additions and 3 deletions
+2 -2
View File
@@ -3023,7 +3023,7 @@ namespace Game.Entities
return GetMap().IsInLineOfSight(GetPhaseShift(), x, y, z, ox, oy, oz, checks, ignoreFlags);
}
Position GetHitSpherePointFor(Position dest)
public Position GetHitSpherePointFor(Position dest)
{
Vector3 vThis = new(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
Vector3 vObj = new(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
@@ -3032,7 +3032,7 @@ namespace Game.Entities
return new Position(contactPoint.X, contactPoint.Y, contactPoint.Z, GetAbsoluteAngle(contactPoint.X, contactPoint.Y));
}
void GetHitSpherePointFor(Position dest, out float x, out float y, out float z)
public void GetHitSpherePointFor(Position dest, out float x, out float y, out float z)
{
Position pos = GetHitSpherePointFor(dest);
x = pos.GetPositionX();