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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/scripts/Commands
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/scripts/Commands')
-rw-r--r--src/server/scripts/Commands/cs_gobject.cpp19
1 files changed, 4 insertions, 15 deletions
diff --git a/src/server/scripts/Commands/cs_gobject.cpp b/src/server/scripts/Commands/cs_gobject.cpp
index 493ae48148b..2f72e6477e2 100644
--- a/src/server/scripts/Commands/cs_gobject.cpp
+++ b/src/server/scripts/Commands/cs_gobject.cpp
@@ -139,14 +139,10 @@ public:
}
Player* player = handler->GetSession()->GetPlayer();
- float x = float(player->GetPositionX());
- float y = float(player->GetPositionY());
- float z = float(player->GetPositionZ());
- float o = float(player->GetOrientation());
Map* map = player->GetMap();
GameObject* object = new GameObject;
- if (!object->Create(objectInfo->entry, map, 0, x, y, z, o, G3D::Quat(), 0, GO_STATE_READY))
+ if (!object->Create(objectInfo->entry, map, 0, *player, G3D::Quat(), 255, GO_STATE_READY))
{
delete object;
return false;
@@ -179,7 +175,7 @@ public:
/// @todo is it really necessary to add both the real and DB table guid here ?
sObjectMgr->AddGameobjectToGrid(spawnId, ASSERT_NOTNULL(sObjectMgr->GetGOData(spawnId)));
- handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), spawnId, x, y, z);
+ handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), spawnId, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
return true;
}
@@ -201,14 +197,7 @@ public:
if (spawntime)
spawntm = atoi((char*)spawntime);
- float x = player->GetPositionX();
- float y = player->GetPositionY();
- float z = player->GetPositionZ();
- float ang = player->GetOrientation();
-
- float rot2 = std::sin(ang/2);
- float rot3 = std::cos(ang/2);
-
+ G3D::Quat rotation = G3D::Matrix3::fromEulerAnglesZYX(player->GetOrientation(), 0.f, 0.f);
uint32 objectId = atoi(id);
if (!sObjectMgr->GetGameObjectTemplate(objectId))
@@ -218,7 +207,7 @@ public:
return false;
}
- player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, spawntm);
+ player->SummonGameObject(objectId, *player, rotation, spawntm);
return true;
}