Core/Spells: Blink wont be able to trespass solid objects anymore (walls/doors)

Refactored some code

Signed-off-by: Subv <s.v.h21@hotmail.com>
This commit is contained in:
Subv committed 2012-02-11 19:23:18 -05:00
1 parent 1fc3470233
commit ff9830c18d
6 files changed
+90 -11

No files matched your search

+13 -2
View File
@@ -2671,7 +2671,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
{
angle += m_orientation;
float destx, desty, destz, ground, floor;
pos.m_positionZ += 2.0f;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
@@ -2689,6 +2689,17 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
// Collided with a gameobject
if (col)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
@@ -2712,7 +2723,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.m_orientation = m_orientation;
}