aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Entities/Object
diff options
context:
space:
mode:
authorShauren <shauren.trinity@gmail.com>2021-11-06 23:17:43 +0100
committerShauren <shauren.trinity@gmail.com>2021-11-06 23:17:43 +0100
commit732a8ee26199d7f04c692fa64f96955db13cf69d (patch)
treef47eb9f3aac5af2d6012a575107f1747b8f13284 /src/server/game/Entities/Object
parent4fd4d283542600fd25a9e4a4a280f33fee6c87d0 (diff)
Core/Movement: Corrected values sent in knockback packet when speedXY < 0
Co-authored-by: Seyden <saiifii@live.de>
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Position.cpp19
-rw-r--r--src/server/game/Entities/Object/Position.h2
2 files changed, 0 insertions, 21 deletions
diff --git a/src/server/game/Entities/Object/Position.cpp b/src/server/game/Entities/Object/Position.cpp
index dc8c24c78b0..b969a5492a9 100644
--- a/src/server/game/Entities/Object/Position.cpp
+++ b/src/server/game/Entities/Object/Position.cpp
@@ -62,25 +62,6 @@ Position Position::GetPositionWithOffset(Position const& offset) const
return ret;
}
-void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const
-{
- float dx = GetPositionX() - x;
- float dy = GetPositionY() - y;
-
- if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
- {
- float o = NormalizeOrientation(GetOrientation() - M_PI);
- vcos = std::cos(o);
- vsin = std::sin(o);
- }
- else
- {
- float dist = std::sqrt((dx*dx) + (dy*dy));
- vcos = dx / dist;
- vsin = dy / dist;
- }
-}
-
bool Position::IsWithinBox(Position const& center, float xradius, float yradius, float zradius) const
{
// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
diff --git a/src/server/game/Entities/Object/Position.h b/src/server/game/Entities/Object/Position.h
index b082e661d51..0954169e756 100644
--- a/src/server/game/Entities/Object/Position.h
+++ b/src/server/game/Entities/Object/Position.h
@@ -138,8 +138,6 @@ public:
float GetRelativeAngle(Position const& pos) const { return ToRelativeAngle(GetAbsoluteAngle(pos)); }
float GetRelativeAngle(Position const* pos) const { return ToRelativeAngle(GetAbsoluteAngle(pos)); }
- 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(Position const* pos, float dist) const { return GetExactDist2dSq(pos) < dist * dist; }