diff options
Diffstat (limited to 'src/server/scripts/Commands')
-rw-r--r-- | src/server/scripts/Commands/cs_gobject.cpp | 19 |
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; } |