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-rw-r--r--src/game/Object.cpp2
-rw-r--r--src/game/Object.h6
-rw-r--r--src/game/Spell.cpp6
3 files changed, 7 insertions, 7 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp
index 160c32e5f03..6d6cbb4f865 100644
--- a/src/game/Object.cpp
+++ b/src/game/Object.cpp
@@ -1622,7 +1622,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
UpdateGroundPositionZ(x,y,z);
}
-void WorldObject::GetClosePointAt(float &x, float &y, float &z, float dist, float angle)
+void WorldObject::GetGroundPoint(float &x, float &y, float &z, float dist, float angle)
{
angle += GetOrientation();
x += dist * cos(angle);
diff --git a/src/game/Object.h b/src/game/Object.h
index 9314b032f18..ad56e687733 100644
--- a/src/game/Object.h
+++ b/src/game/Object.h
@@ -394,11 +394,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object
// angle calculated from current orientation
GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
}
- void GetClosePointAt(float &x, float &y, float &z, float dist, float angle);
- void GetClosePoint(float &x, float &y, float &z, float dist, float angle)
+ void GetGroundPoint(float &x, float &y, float &z, float dist, float angle);
+ void GetGroundPointAroundUnit(float &x, float &y, float &z, float dist, float angle)
{
GetPosition(x, y, z);
- GetClosePointAt(x, y, z, dist, angle);
+ GetGroundPoint(x, y, z, dist, angle);
}
void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
{
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 88b8b0e722e..aa0d24ffdb8 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -1911,7 +1911,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
default: angle = rand_norm()*2*M_PI; break;
}
- m_caster->GetClosePoint(x, y, z, dist, angle);
+ m_caster->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual
}break;
@@ -1957,7 +1957,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
default: angle = rand_norm()*2*M_PI; break;
}
- target->GetClosePoint(x, y, z, dist, angle);
+ target->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual
}break;
@@ -1994,7 +1994,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
x = m_targets.m_destX;
y = m_targets.m_destY;
z = m_targets.m_destZ;
- m_caster->GetClosePointAt(x, y, z, dist, angle);
+ m_caster->GetGroundPoint(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual
}break;