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https://github.com/TrinityCore/TrinityCore.git
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Fix build.
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@@ -1586,12 +1586,12 @@ bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const
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return IsInDist2d(pos, dist + GetObjectSize());
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}
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bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
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bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
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{
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return obj && _IsWithinDist(obj, dist2compare, is3D);
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}
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bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
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bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
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{
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return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
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}
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@@ -2567,7 +2567,7 @@ TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempS
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return NULL;
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}
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TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0) const
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TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const
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{
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if (!x && !y && !z)
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{
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@@ -2910,7 +2910,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
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*/
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}
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
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{
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// angle calculated from current orientation
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GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
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@@ -2934,7 +2934,7 @@ void WorldObject::GetRandomNearPosition(Position &pos, float radius)
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MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast<float>(2 * M_PI));
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}
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void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d /*= CONTACT_DISTANCE*/) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
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