Core/GameObjects: Gameobject rotation (from cmangos/mangos-wotlk@2bcbc0f)

cmangos/mangos-wotlk@0fe88f3: [11531] Normalize gameobject's quaternion, thanks to zergtmn for pointing
cmangos/mangos-wotlk@060dfb7: [11667] Implement transport path rotation
cmangos/mangos-wotlk@565f52c: [11806] A bit gameobject code refactoring
cmangos/mangos-wotlk@6874951: [11807] Add gameobject_addon table
This commit is contained in:
Aokromes committed 2016-07-30 15:51:23 +02:00
1 parent b29d998044
commit b51adac24c
13 files changed
+899 -100

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@@ -595,7 +595,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
}
if (flags & UPDATEFLAG_ROTATION)
*data << uint64(ToGameObject()->GetRotation());
*data << uint64(ToGameObject()->GetPackedWorldRotation());
if (flags & UPDATEFLAG_UNK5)
{
@@ -2194,7 +2194,8 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
Map* map = GetMap();
GameObject* go = new GameObject();
if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
{
delete go;
return NULL;