Core/OutdoorPvP: refactor using Position and Quat to pack parameters

Port From (https://github.com/TrinityCore/TrinityCore/commit/bd96262248fa4d9c8e867b4056e52c44852364c3)
This commit is contained in:
hondacrx
2020-07-23 19:29:11 -04:00
parent 2b13cba15b
commit f7aa724d8f
5 changed files with 34 additions and 77 deletions
@@ -166,13 +166,8 @@ namespace Game.PvP
{
m_TowerType = (uint)type;
var capturepoint = HPConst.CapturePoints[m_TowerType];
var towerflag = HPConst.TowerFlags[m_TowerType];
SetCapturePointData(capturepoint.entry, capturepoint.map, capturepoint.x, capturepoint.y, capturepoint.z, capturepoint.o, capturepoint.rot0,
capturepoint.rot1, capturepoint.rot2, capturepoint.rot3);
AddObject((uint)type, towerflag.entry, towerflag.map, towerflag.x, towerflag.y, towerflag.z, towerflag.o, towerflag.rot0, towerflag.rot1, towerflag.rot2, towerflag.rot3);
SetCapturePointData(HPConst.CapturePoints[m_TowerType].entry, HPConst.CapturePoints[m_TowerType].map, HPConst.CapturePoints[m_TowerType].pos, HPConst.CapturePoints[m_TowerType].rot);
AddObject(m_TowerType, HPConst.TowerFlags[m_TowerType].entry, HPConst.TowerFlags[m_TowerType].map, HPConst.TowerFlags[m_TowerType].pos, HPConst.TowerFlags[m_TowerType].rot);
}
public override void ChangeState()