More cleanups of custom classes in favor of .NET runtime types.
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@@ -16,7 +16,6 @@
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Game.Chat;
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using Game.DataStorage;
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using Game.Entities;
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@@ -27,6 +26,7 @@ using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Game.AI
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{
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@@ -1195,20 +1195,20 @@ namespace Game.AI
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if (!summoner)
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break;
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foreach (var target in targets)
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{
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Position pos = target.GetPositionWithOffset(new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o));
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Quaternion rot = Quaternion.fromEulerAnglesZYX(pos.GetOrientation(), 0f, 0f);
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summoner.SummonGameObject(e.Action.summonGO.entry, pos, rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
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}
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foreach (var target in targets)
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{
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Position pos = target.GetPositionWithOffset(new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o));
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Quaternion rot = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(pos.GetOrientation(), 0f, 0f));
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summoner.SummonGameObject(e.Action.summonGO.entry, pos, rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
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}
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if (e.GetTargetType() != SmartTargets.Position)
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if (e.GetTargetType() != SmartTargets.Position)
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break;
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Quaternion _rot = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(e.Target.o, 0f, 0f));
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summoner.SummonGameObject(e.Action.summonGO.entry, new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o), _rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
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break;
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Quaternion _rot = Quaternion.fromEulerAnglesZYX(e.Target.o, 0f, 0f);
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summoner.SummonGameObject(e.Action.summonGO.entry, new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o), _rot, e.Action.summonGO.despawnTime, (GameObjectSummonType)e.Action.summonGO.summonType);
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break;
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}
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}
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case SmartActions.KillUnit:
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{
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foreach (var target in targets)
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