Core/Misc: Fixed rotation of many gameobjects summoned in garrison and various scripts

This commit is contained in:
hondacrx
2018-05-08 15:36:23 -04:00
parent 9b40067017
commit f26f7a4348
14 changed files with 44 additions and 27 deletions
+2 -2
View File
@@ -1286,7 +1286,7 @@ namespace Game.AI
continue;
Position pos = obj.GetPositionWithOffset(new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o));
Quaternion rot = new Quaternion(Matrix3.fromEulerAnglesZYX(pos.GetOrientation(), 0.0f, 0.0f));
Quaternion rot = Quaternion.fromEulerAnglesZYX(pos.GetOrientation(), 0.0f, 0.0f);
summoner.SummonGameObject(e.Action.summonGO.entry, pos, rot, e.Action.summonGO.despawnTime);
}
}
@@ -1294,7 +1294,7 @@ namespace Game.AI
if (e.GetTargetType() != SmartTargets.Position)
break;
Quaternion rot1 = new Quaternion(Matrix3.fromEulerAnglesZYX(e.Target.o, 0.0f, 0.0f));
Quaternion rot1 = Quaternion.fromEulerAnglesZYX(e.Target.o, 0.0f, 0.0f);
summoner.SummonGameObject(e.Action.summonGO.entry, new Position(e.Target.x, e.Target.y, e.Target.z, e.Target.o), rot1, e.Action.summonGO.despawnTime);
break;
}