diff options
author | Treeston <treeston.mmoc@gmail.com> | 2018-04-01 13:52:36 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-09-23 22:21:29 +0200 |
commit | bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e (patch) | |
tree | 5725af072958ca1fa59e6154bcb1e70351f35264 /src/server/game/Movement/MotionMaster.cpp | |
parent | bf958da14828123442781f98443326b0f916b34b (diff) |
Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
(cherry picked from commit 4692e10ca2ffed5ba2a0336e9c93962b0fad9eaa)
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index d7be55b03e7..a4f9e955644 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -337,7 +337,7 @@ void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance) float distanceToTravel = _owner->GetExactDist2d(target) - distance; if (distanceToTravel > 0.0f) { - float angle = _owner->GetAngle(target); + float angle = _owner->GetAbsoluteAngle(target); float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle); float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle); MovePoint(id, destx, desty, target->GetPositionZ()); @@ -432,7 +432,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa float dist = 2 * moveTimeHalf * speedXY; float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ); - _owner->GetNearPoint(_owner, x, y, z, _owner->GetCombatReach(), dist, _owner->GetAngle(srcX, srcY) + float(M_PI)); + _owner->GetNearPoint(_owner, x, y, z, _owner->GetCombatReach(), dist, _owner->GetAbsoluteAngle(srcX, srcY) + float(M_PI)); Movement::MoveSplineInit init(_owner); init.MoveTo(x, y, z); @@ -497,7 +497,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool { float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f); Position const& pos = { x, y, z, 0.0f }; - float angle = pos.GetAngle(_owner->GetPositionX(), _owner->GetPositionY()); + float angle = pos.GetAbsoluteAngle(_owner->GetPositionX(), _owner->GetPositionY()); Movement::MoveSplineInit init(_owner); |