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authorariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
committerjoschiwald <joschiwald.trinity@gmail.com>2017-02-11 20:50:29 +0100
commitc429e7d4899b51bba5df9bf0be0acee4ecc38cb7 (patch)
treef0ebcb546932cc092ef92841c0d53a0649a0829a /src/server/game/AI/SmartScripts
parent02cef6f034804eb7291f7539936226c0552cad7f (diff)
Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly - Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs) (cherry picked from commit 62bfee37cb21584cef631dda428feaf5eb829cda) # Conflicts: # src/server/game/Battlefield/Battlefield.cpp # src/server/game/Battlegrounds/Battleground.cpp # src/server/game/Entities/GameObject/GameObject.cpp # src/server/game/Entities/GameObject/GameObject.h # src/server/game/Entities/Object/Object.cpp # src/server/game/Entities/Object/Object.h # src/server/game/Spells/SpellEffects.cpp # src/server/scripts/Commands/cs_gobject.cpp # src/server/scripts/EasternKingdoms/SunkenTemple/instance_sunken_temple.cpp # src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp # src/server/scripts/Kalimdor/zone_feralas.cpp # src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp # src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp # src/server/scripts/OutdoorPvP/OutdoorPvPSI.cpp
Diffstat (limited to 'src/server/game/AI/SmartScripts')
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp11
1 files changed, 3 insertions, 8 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 60f89e07640..104374ad9d6 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -1264,18 +1264,13 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
ObjectList* targets = GetTargets(e, unit);
if (targets)
{
- float x, y, z, o;
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (!IsUnit(*itr))
continue;
- (*itr)->GetPosition(x, y, z, o);
- x += e.target.x;
- y += e.target.y;
- z += e.target.z;
- o += e.target.o;
- GetBaseObject()->SummonGameObject(e.action.summonGO.entry, x, y, z, o, 0, 0, 0, 0, e.action.summonGO.despawnTime);
+ Position pos = (*itr)->GetPositionWithOffset(Position(e.target.x, e.target.y, e.target.z, e.target.o));
+ GetBaseObject()->SummonGameObject(e.action.summonGO.entry, pos, G3D::Quat(), e.action.summonGO.despawnTime);
}
delete targets;
@@ -1284,7 +1279,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.GetTargetType() != SMART_TARGET_POSITION)
break;
- GetBaseObject()->SummonGameObject(e.action.summonGO.entry, e.target.x, e.target.y, e.target.z, e.target.o, 0, 0, 0, 0, e.action.summonGO.despawnTime);
+ GetBaseObject()->SummonGameObject(e.action.summonGO.entry, Position(e.target.x, e.target.y, e.target.z, e.target.o), G3D::Quat(), e.action.summonGO.despawnTime);
break;
}
case SMART_ACTION_KILL_UNIT: