More cleanups of custom classes in favor of .NET runtime types.
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@@ -17,7 +17,6 @@
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using Framework.Constants;
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using Framework.Database;
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using Framework.GameMath;
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using Game.AI;
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using Game.BattleGrounds;
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using Game.Collision;
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@@ -25,12 +24,13 @@ using Game.DataStorage;
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using Game.Groups;
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using Game.Loots;
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using Game.Maps;
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using Game.Networking;
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using Game.Networking.Packets;
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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 Game.Networking;
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using System.Numerics;
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namespace Game.Entities
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{
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@@ -246,7 +246,7 @@ namespace Game.Entities
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GameObjectAddon gameObjectAddon = Global.ObjectMgr.GetGameObjectAddon(GetSpawnId());
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// For most of gameobjects is (0, 0, 0, 1) quaternion, there are only some transports with not standard rotation
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Quaternion parentRotation = Quaternion.WAxis;
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Quaternion parentRotation = Quaternion.Identity;
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if (gameObjectAddon != null)
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parentRotation = gameObjectAddon.ParentRotation;
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@@ -2191,8 +2191,9 @@ namespace Game.Entities
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public void SetWorldRotation(float qx, float qy, float qz, float qw)
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{
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Quaternion rotation = new(qx, qy, qz, qw);
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rotation.unitize();
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Quaternion rotation = new Quaternion(qx, qy, qz, qw);
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rotation = Quaternion.Multiply(rotation, 1.0f / MathF.Sqrt(Quaternion.Dot(rotation, rotation)));
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m_worldRotation.X = rotation.X;
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m_worldRotation.Y = rotation.Y;
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m_worldRotation.Z = rotation.Z;
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@@ -2207,7 +2208,7 @@ namespace Game.Entities
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public void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
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{
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Quaternion quat = Quaternion.fromEulerAnglesZYX(z_rot, y_rot, x_rot);
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Quaternion quat = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(z_rot, y_rot, x_rot));
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SetWorldRotation(quat.X, quat.Y, quat.Z, quat.W);
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}
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