More cleanups of custom classes in favor of .NET runtime types.

This commit is contained in:
hondacrx
2021-11-15 18:04:57 -05:00
parent a9a51d0641
commit b026ee7ef8
132 changed files with 373 additions and 6833 deletions
-1
View File
@@ -21,7 +21,6 @@ using Game.BattleFields;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Entities;
using Game.Loots;
using Game.Maps;
using Game.Networking.Packets;
using System;
+6 -6
View File
@@ -17,7 +17,6 @@
using Framework.Constants;
using Framework.Dynamic;
using Framework.GameMath;
using Game.BattleGrounds;
using Game.BattlePets;
using Game.Combat;
@@ -33,6 +32,7 @@ using Game.Networking.Packets;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Spells
{
@@ -2705,7 +2705,7 @@ namespace Game.Spells
Map map = target.GetMap();
Position pos = new(x, y, z, target.GetOrientation());
Quaternion rotation = Quaternion.fromEulerAnglesZYX(target.GetOrientation(), 0.0f, 0.0f);
Quaternion rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(target.GetOrientation(), 0.0f, 0.0f));
GameObject go = GameObject.CreateGameObject((uint)effectInfo.MiscValue, map, pos, rotation, 255, GameObjectState.Ready);
if (!go)
return;
@@ -3263,7 +3263,7 @@ namespace Game.Spells
posZ = caster.GetPositionZ(),
Orientation = caster.GetOrientation()
};
Quaternion rotation = Quaternion.fromEulerAnglesZYX(pos.GetOrientation(), 0.0f, 0.0f);
Quaternion rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(pos.GetOrientation(), 0.0f, 0.0f));
GameObject go = GameObject.CreateGameObject((uint)effectInfo.MiscValue, map, pos, rotation, 0, GameObjectState.Ready);
if (!go)
@@ -3620,7 +3620,7 @@ namespace Game.Spells
Map map = m_caster.GetMap();
Position pos = new(x, y, z, m_caster.GetOrientation());
Quaternion rotation = Quaternion.fromEulerAnglesZYX(m_caster.GetOrientation(), 0.0f, 0.0f);
Quaternion rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(m_caster.GetOrientation(), 0.0f, 0.0f));
GameObject go = GameObject.CreateGameObject((uint)effectInfo.MiscValue, map, pos, rotation, 255, GameObjectState.Ready);
if (!go)
return;
@@ -4404,7 +4404,7 @@ namespace Game.Spells
unitCaster.GetPosition(out fx, out fy, out fz);
Position pos = new(fx, fy, fz, unitCaster.GetOrientation());
Quaternion rotation = Quaternion.fromEulerAnglesZYX(unitCaster.GetOrientation(), 0.0f, 0.0f);
Quaternion rotation = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(unitCaster.GetOrientation(), 0.0f, 0.0f));
GameObject go = GameObject.CreateGameObject(name_id, cMap, pos, rotation, 255, GameObjectState.Ready);
if (!go)
@@ -5201,7 +5201,7 @@ namespace Game.Spells
Map map = m_caster.GetMap();
Position pos = new(x, y, z, m_caster.GetOrientation());
Quaternion rot = Quaternion.fromEulerAnglesZYX(m_caster.GetOrientation(), 0.0f, 0.0f);
Quaternion rot = Quaternion.CreateFromRotationMatrix(Extensions.fromEulerAnglesZYX(m_caster.GetOrientation(), 0.0f, 0.0f));
GameObject go = GameObject.CreateGameObject(goId, map, pos, rot, 255, GameObjectState.Ready);
if (!go)