Core/Misc: Change how Position struct is retrieved
Update Position::GetPosition() and similar methods signatures to reflect 2a4c9bcaf9 changes by return a Position object instead of accepting a Position parameter by reference.
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dc8a7a6fa5
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2585e799f9
51 files changed
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@@ -1555,11 +1555,11 @@ void WorldObject::GetRandomPoint(const Position &pos, float distance, float &ran
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UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
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}
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void WorldObject::GetRandomPoint(const Position &srcPos, float distance, Position &pos) const
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Position WorldObject::GetRandomPoint(const Position &srcPos, float distance) const
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{
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float x, y, z;
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GetRandomPoint(srcPos, distance, x, y, z);
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pos.Relocate(x, y, z, GetOrientation());
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return Position(x, y, z, GetOrientation());
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}
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void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
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@@ -2527,22 +2527,25 @@ void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float
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GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
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}
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void WorldObject::GetNearPosition(Position &pos, float dist, float angle)
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Position WorldObject::GetNearPosition(float dist, float angle)
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{
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GetPosition(&pos);
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Position pos = GetPosition();
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MovePosition(pos, dist, angle);
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return pos;
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}
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void WorldObject::GetFirstCollisionPosition(Position &pos, float dist, float angle)
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Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
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{
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GetPosition(&pos);
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Position pos = GetPosition();
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MovePositionToFirstCollision(pos, dist, angle);
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return pos;
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}
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void WorldObject::GetRandomNearPosition(Position &pos, float radius)
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Position WorldObject::GetRandomNearPosition(float radius)
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{
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GetPosition(&pos);
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Position pos = GetPosition();
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MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast<float>(2 * M_PI));
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return pos;
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}
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void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d /*= CONTACT_DISTANCE*/) const
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