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authorShauren <shauren.trinity@gmail.com>2022-12-30 21:50:16 +0100
committerShauren <shauren.trinity@gmail.com>2022-12-30 21:50:16 +0100
commit9a96d3235058df5929d3acccb379a7252dd53d94 (patch)
tree3119ec887301e90deef5c4fd2a2b4fa0ba29f0e8 /src/server/game/Entities
parent78f8acb4090206c9313a9e9749c6938a0284b91b (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.cpp4
-rw-r--r--src/server/game/Entities/Object/Object.h2
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;