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path: root/src/game/BattleGroundEY.cpp
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Diffstat (limited to 'src/game/BattleGroundEY.cpp')
-rw-r--r--src/game/BattleGroundEY.cpp25
1 files changed, 15 insertions, 10 deletions
diff --git a/src/game/BattleGroundEY.cpp b/src/game/BattleGroundEY.cpp
index 40d55ea6f18..78027b532bc 100644
--- a/src/game/BattleGroundEY.cpp
+++ b/src/game/BattleGroundEY.cpp
@@ -896,16 +896,16 @@ void BattleGroundEY::FillInitialWorldStates(WorldPacket& data)
data << uint32(0xc0d) << uint32(0x17b);
}
-WorldSafeLocsEntry const *BattleGroundEY::GetClosestGraveYard(float x, float y, float z, uint32 team)
+WorldSafeLocsEntry const *BattleGroundEY::GetClosestGraveYard(Player* player)
{
uint32 g_id = 0;
- if(team == ALLIANCE)
- g_id = EY_GRAVEYARD_MAIN_ALLIANCE;
- else if(team == HORDE)
- g_id = EY_GRAVEYARD_MAIN_HORDE;
- else
- return NULL;
+ switch(player->GetTeam())
+ {
+ case ALLIANCE: g_id = EY_GRAVEYARD_MAIN_ALLIANCE; break;
+ case HORDE: g_id = EY_GRAVEYARD_MAIN_HORDE; break;
+ default: return NULL;
+ }
float distance, nearestDistance;
@@ -920,19 +920,24 @@ WorldSafeLocsEntry const *BattleGroundEY::GetClosestGraveYard(float x, float y,
return NULL;
}
- distance = (entry->x - x)*(entry->x - x) + (entry->y - y)*(entry->y - y) + (entry->z - z)*(entry->z - z);
+ float plr_x = player->GetPositionX();
+ float plr_y = player->GetPositionY();
+ float plr_z = player->GetPositionZ();
+
+
+ distance = (entry->x - plr_x)*(entry->x - plr_x) + (entry->y - plr_y)*(entry->y - plr_y) + (entry->z - plr_z)*(entry->z - plr_z);
nearestDistance = distance;
for(uint8 i = 0; i < EY_POINTS_MAX; ++i)
{
- if(m_PointOwnedByTeam[i]==team && m_PointState[i]==EY_POINT_UNDER_CONTROL)
+ if(m_PointOwnedByTeam[i]==player->GetTeam() && m_PointState[i]==EY_POINT_UNDER_CONTROL)
{
entry = sWorldSafeLocsStore.LookupEntry(m_CapturingPointTypes[i].GraveYardId);
if(!entry)
sLog.outError("BattleGroundEY: Not found graveyard: %u",m_CapturingPointTypes[i].GraveYardId);
else
{
- distance = (entry->x - x)*(entry->x - x) + (entry->y - y)*(entry->y - y) + (entry->z - z)*(entry->z - z);
+ distance = (entry->x - plr_x)*(entry->x - plr_x) + (entry->y - plr_y)*(entry->y - plr_y) + (entry->z - plr_z)*(entry->z - plr_z);
if(distance < nearestDistance)
{
nearestDistance = distance;