diff options
| author | Shauren <shauren.trinity@gmail.com> | 2022-12-30 21:50:16 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2022-12-30 21:50:16 +0100 |
| commit | 9a96d3235058df5929d3acccb379a7252dd53d94 (patch) | |
| tree | 3119ec887301e90deef5c4fd2a2b4fa0ba29f0e8 /src/server/game/Entities | |
| parent | 78f8acb4090206c9313a9e9749c6938a0284b91b (diff) | |
Core/Objects: Replace IsWithinDistInMap with IsWithinDist in grid searchers to avoid duplicate phase check (its also checked in Searcher classes)
Diffstat (limited to 'src/server/game/Entities')
| -rw-r--r-- | src/server/game/Entities/Object/Object.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/Entities/Object/Object.h | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 2d384ae6320..c40c3cac6ff 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -1104,9 +1104,9 @@ bool WorldObject::IsWithinDist2d(Position const* pos, float dist) const return IsInDist2d(pos, dist + GetCombatReach()); } -bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const +bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const { - return obj && _IsWithinDist(obj, dist2compare, is3D); + return obj && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius); } bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h index f59f35b7215..e3642269040 100644 --- a/src/server/game/Entities/Object/Object.h +++ b/src/server/game/Entities/Object/Object.h @@ -560,7 +560,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation bool IsWithinDist2d(float x, float y, float dist) const; bool IsWithinDist2d(Position const* pos, float dist) const; // use only if you will sure about placing both object at same map - bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const; + bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool incOwnRadius = true, bool incTargetRadius = true) const; bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool incOwnRadius = true, bool incTargetRadius = true) const; bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const; bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const; |
