diff options
author | Brian <runningnak3d@gmail.com> | 2010-02-14 19:13:14 -0700 |
---|---|---|
committer | Brian <runningnak3d@gmail.com> | 2010-02-14 19:13:14 -0700 |
commit | 486c00891ba34884e5b2cdd8d44b4d8496f11283 (patch) | |
tree | 7df304b9020ed21b87bd66978d2dc6e6683edce7 /src/game/Object.h | |
parent | 7799ade4da0da17034039439d692122e976c0138 (diff) |
* Core switch to client 3.3.2 (11403)
* Credits (in no particular order) to:
* n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo,
* thenecromancer, Xanadu, Trazom, Zor, kiper
* Additional credits to:
* TOM_RUS and NoFantasy from MaNGOS
* Thanks for testing Aokromes and XTElite1
* SoTA still needs some work, but is very playable (huge thanks to raczman and
* kiper)
* To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the
* last rev you are on
* and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world
* DBs
* Known problem with guild banks.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.h')
-rw-r--r-- | src/game/Object.h | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/src/game/Object.h b/src/game/Object.h index 22c7415a15a..0b4b71c13a5 100644 --- a/src/game/Object.h +++ b/src/game/Object.h @@ -377,7 +377,7 @@ struct Position void Relocate(const Position &pos) { m_positionX = pos.m_positionX; m_positionY = pos.m_positionY; m_positionZ = pos.m_positionZ; m_orientation = pos.m_orientation; } void Relocate(const Position *pos) - { assert(pos); m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; m_orientation = pos->m_orientation; } + { m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; m_orientation = pos->m_orientation; } void SetOrientation(float orientation) { m_orientation = orientation; } @@ -405,33 +405,33 @@ struct Position float GetExactDist2d(const float x, const float y) const { return sqrt(GetExactDist2dSq(x, y)); } float GetExactDist2dSq(const Position *pos) const - { assert(pos); float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; } + { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; } float GetExactDist2d(const Position *pos) const - { assert(pos); return sqrt(GetExactDist2dSq(pos)); } + { return sqrt(GetExactDist2dSq(pos)); } float GetExactDistSq(float x, float y, float z) const { float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; } float GetExactDist(float x, float y, float z) const { return sqrt(GetExactDistSq(x, y, z)); } float GetExactDistSq(const Position *pos) const - { assert(pos); float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; } + { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; } float GetExactDist(const Position *pos) const - { assert(pos); return sqrt(GetExactDistSq(pos)); } + { return sqrt(GetExactDistSq(pos)); } float GetAngle(const Position *pos) const; float GetAngle(float x, float y) const; float GetRelativeAngle(const Position *pos) const - { assert(pos); return GetAngle(pos) - m_orientation; } + { return GetAngle(pos) - m_orientation; } float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; } void GetSinCos(float x, float y, float &vsin, float &vcos) const; bool IsInDist2d(float x, float y, float dist) const { return GetExactDist2dSq(x, y) < dist * dist; } bool IsInDist2d(const Position *pos, float dist) const - { assert(pos); return GetExactDist2dSq(pos) < dist * dist; } + { return GetExactDist2dSq(pos) < dist * dist; } bool IsInDist(float x, float y, float z, float dist) const { return GetExactDistSq(x, y, z) < dist * dist; } bool IsInDist(const Position *pos, float dist) const - { assert(pos); return GetExactDistSq(pos) < dist * dist; } + { return GetExactDistSq(pos) < dist * dist; } bool HasInArc(float arcangle, const Position *pos) const; bool HasInLine(const Unit *target, float distance, float width) const; }; @@ -513,7 +513,7 @@ class WorldObject : public Object, public WorldLocation virtual void SetPhaseMask(uint32 newPhaseMask, bool update); uint32 GetPhaseMask() const { return m_phaseMask; } - bool InSamePhase(WorldObject const* obj) const { assert(obj); return InSamePhase(obj->GetPhaseMask()); } + bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); } bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); } uint32 GetZoneId() const; @@ -529,7 +529,6 @@ class WorldObject : public Object, public WorldLocation float GetDistance(const WorldObject *obj) const { - assert(obj); float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } @@ -545,7 +544,6 @@ class WorldObject : public Object, public WorldLocation } float GetDistance2d(const WorldObject* obj) const { - assert(obj); float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } |