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Core/Object: Bump hover delta handling on nearpoints downstack into GetNearPoint2D (from movement generators); functionality should be unchanged
(cherry picked from commit ebc96af6bb)
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@@ -392,7 +392,7 @@ class npc_chained_spirit : public CreatureScript
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Position pos;
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if (Player* target = ObjectAccessor::GetPlayer(*me, _revivePlayerGUID))
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{
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target->GetNearPoint(me, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 0.0f, 5.0f, target->GetAbsoluteAngle(me));
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target->GetNearPoint(me, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 5.0f, target->GetAbsoluteAngle(me));
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me->GetMotionMaster()->MovePoint(POINT_START_REVIVE, pos);
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}
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}
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@@ -971,7 +971,7 @@ void hyjalAI::WaypointReached(uint32 waypointId, uint32 /*pathId*/)
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(*itr)->GetMotionMaster()->Initialize();
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float range = 10;
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if (me->GetEntry() == THRALL)range = 20;
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me->GetNearPoint(me, x, y, z, range, 0, me->GetAbsoluteAngle((*itr)));
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me->GetNearPoint(nullptr, x, y, z, range, me->GetAbsoluteAngle((*itr)));
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(*itr)->GetMotionMaster()->MovePoint(0, x+irand(-5, 5), y+irand(-5, 5), me->GetPositionZ());
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}
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}
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@@ -380,7 +380,7 @@ class npc_coldflame : public CreatureScript
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{
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float ang = pos.GetAbsoluteAngle(me);
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me->SetOrientation(ang);
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owner->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 5.0f - owner->GetCombatReach(), ang);
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owner->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 5.0f - owner->GetCombatReach(), ang);
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}
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else
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{
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@@ -393,7 +393,7 @@ class npc_coldflame : public CreatureScript
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float ang = pos.GetAbsoluteAngle(target);
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me->SetOrientation(ang);
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owner->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 15.0f - owner->GetCombatReach(), ang);
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owner->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 15.0f - owner->GetCombatReach(), ang);
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}
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me->NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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@@ -462,7 +462,7 @@ public:
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{
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Position pos;
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pos.m_positionZ = alexstraszaBunny->GetPositionZ();
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alexstraszaBunny->GetNearPoint2D(pos.m_positionX, pos.m_positionY, 30.0f, alexstraszaBunny->GetAbsoluteAngle(me));
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alexstraszaBunny->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, 30.0f, alexstraszaBunny->GetAbsoluteAngle(me));
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me->GetMotionMaster()->MoveLand(POINT_LAND_P_ONE, pos);
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me->SetImmuneToAll(false);
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me->SetReactState(REACT_AGGRESSIVE);
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@@ -845,7 +845,7 @@ public:
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Position randomPosOnRadius;
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// Hardcodded retail value, reason is Z getters can fail... (TO DO: Change to getter when height calculation works on 100%!)
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randomPosOnRadius.m_positionZ = 283.0521f;
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alexstraszaBunny->GetNearPoint2D(randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 120.0f, alexstraszaBunny->GetAbsoluteAngle(me));
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alexstraszaBunny->GetNearPoint2D(nullptr, randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 120.0f, alexstraszaBunny->GetAbsoluteAngle(me));
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me->GetMotionMaster()->MovePoint(POINT_FLY_OUT_OF_PLATFORM_P_TWO, randomPosOnRadius);
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_flyingOutOfPlatform = true;
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}
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@@ -1678,7 +1678,7 @@ class spell_malygos_random_portal : public SpellScriptLoader
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{
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Position pos;
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pos.m_positionZ = target->GetPositionZ();
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target->GetNearPoint2D(pos.m_positionX, pos.m_positionY, frand(29.1f, 30.0f), target->GetAbsoluteAngle(malygos));
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target->GetNearPoint2D(nullptr, pos.m_positionX, pos.m_positionY, frand(29.1f, 30.0f), target->GetAbsoluteAngle(malygos));
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malygos->GetMotionMaster()->MovePoint(POINT_NEAR_RANDOM_PORTAL_P_NONE, pos);
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}
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}
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@@ -750,7 +750,7 @@ class npc_frostbrood_skytalon : public CreatureScript
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{
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Position randomPosOnRadius;
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randomPosOnRadius.m_positionZ = (me->GetPositionZ() + 40.0f);
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me->GetNearPoint2D(randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 40.0f, me->GetAbsoluteAngle(me));
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me->GetNearPoint2D(nullptr, randomPosOnRadius.m_positionX, randomPosOnRadius.m_positionY, 40.0f, me->GetAbsoluteAngle(me));
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me->GetMotionMaster()->MovePoint(POINT_FLY_AWAY, randomPosOnRadius);
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}
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}
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@@ -183,7 +183,7 @@ struct npc_molten_flame : public NullCreatureAI
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void InitializeAI() override
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{
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float x, y, z;
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me->GetNearPoint(me, x, y, z, 1, 100.0f, frand(0.f, 2.f * float(M_PI)));
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me->GetNearPoint(me, x, y, z, 100.0f, frand(0.f, 2.f * float(M_PI)));
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me->GetMotionMaster()->MovePoint(0, x, y, z);
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DoCastSelf(SPELL_MOLTEN_FLAME, true);
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}
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