Core/GameObjects: Use all axis rotations for gameobject model collision, not just orientation

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Shauren authored and Ovahlord committed 2022-06-20 15:21:55 +02:00
1 parent dea1e820f5
commit 338e9d8033
3 files changed
+10 -4

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@@ -3074,7 +3074,7 @@ public:
virtual uint32 GetDisplayId() const override { return _owner->GetDisplayId(); }
virtual bool IsInPhase(PhaseShift const& phaseShift) const override { return _owner->GetPhaseShift().CanSee(phaseShift); }
virtual G3D::Vector3 GetPosition() const override { return G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); }
virtual float GetOrientation() const override { return _owner->GetOrientation(); }
G3D::Quat GetRotation() const override { return G3D::Quat(_owner->GetLocalRotation().x, _owner->GetLocalRotation().y, _owner->GetLocalRotation().z, _owner->GetLocalRotation().w); }
virtual float GetScale() const override { return _owner->GetObjectScale(); }
virtual void DebugVisualizeCorner(G3D::Vector3 const& corner) const override { const_cast<GameObject*>(_owner)->SummonCreature(1, corner.x, corner.y, corner.z, 0, TEMPSUMMON_MANUAL_DESPAWN); }