[svn] Fix some mistakes of the last two commits.
--HG-- branch : trunk
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@@ -1,4 +1,4 @@
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update creature_template set speed='0.01' scriptname='mob_toxic_sporebat' WHERE entry=22140;
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update creature_template set speed='0.01',scriptname='mob_toxic_sporebat' WHERE entry=22140;
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update creature_template SET scriptname='npc_overlord_morghor' WHERE entry=23139;
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update creature_template SET scriptname='npc_lord_illidan_stormrage' WHERE entry=22083;
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update creature_template SET scriptname='npc_yarzill_the_merc' WHERE entry=23141;
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+13
-3
@@ -1488,7 +1488,17 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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{
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GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z);
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}
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void WorldObject::GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
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{
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float object_size = obj->GetObjectSize();//here we use object_size to determine the angle offset, the bigger object the smaller angle offset, then this makes mob move naturally in visual.
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//let assume 12.0f is the max size for object to have 0 angle offset.
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float angle_offset_ratio = 1 - object_size/12.0f;
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if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05;
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// angle to face `obj` to `this`plus a random angle offset(from -90 degree to 90 degree)*angle_offset_ratio using distance from distance2dMin to distance2dMax includes size of `obj`
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GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio);
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}
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+1
-9
@@ -372,15 +372,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
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}
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void GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
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{
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float object_size = obj->GetObjectSize();//here we use object_size to determine the angle offset, the bigger object the smaller angle offset, then this makes mob move naturally in visual.
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//let assume 12.0f is the max size for object to have 0 angle offset.
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float angle_offset_ratio = 1 - object_size/12.0f;
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if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05;
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// angle to face `obj` to `this`plus a random angle offset(from -90 degree to 90 degree)*angle_offset_ratio using distance from distance2dMin to distance2dMax includes size of `obj`
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GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio);
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}
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void GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const;
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float GetObjectSize() const
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{
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