* Core switch to client 3.3.2 (11403)
* Credits (in no particular order) to: * n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo, * thenecromancer, Xanadu, Trazom, Zor, kiper * Additional credits to: * TOM_RUS and NoFantasy from MaNGOS * Thanks for testing Aokromes and XTElite1 * SoTA still needs some work, but is very playable (huge thanks to raczman and * kiper) * To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the * last rev you are on * and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world * DBs * Known problem with guild banks. --HG-- branch : trunk
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+9
-11
@@ -377,7 +377,7 @@ struct Position
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void Relocate(const Position &pos)
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{ m_positionX = pos.m_positionX; m_positionY = pos.m_positionY; m_positionZ = pos.m_positionZ; m_orientation = pos.m_orientation; }
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void Relocate(const Position *pos)
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{ assert(pos); m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; m_orientation = pos->m_orientation; }
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{ m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; m_orientation = pos->m_orientation; }
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void SetOrientation(float orientation)
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{ m_orientation = orientation; }
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@@ -405,33 +405,33 @@ struct Position
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float GetExactDist2d(const float x, const float y) const
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{ return sqrt(GetExactDist2dSq(x, y)); }
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float GetExactDist2dSq(const Position *pos) const
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{ assert(pos); float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; }
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{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; }
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float GetExactDist2d(const Position *pos) const
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{ assert(pos); return sqrt(GetExactDist2dSq(pos)); }
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{ return sqrt(GetExactDist2dSq(pos)); }
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float GetExactDistSq(float x, float y, float z) const
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{ float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; }
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float GetExactDist(float x, float y, float z) const
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{ return sqrt(GetExactDistSq(x, y, z)); }
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float GetExactDistSq(const Position *pos) const
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{ assert(pos); float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; }
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{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; }
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float GetExactDist(const Position *pos) const
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{ assert(pos); return sqrt(GetExactDistSq(pos)); }
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{ return sqrt(GetExactDistSq(pos)); }
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float GetAngle(const Position *pos) const;
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float GetAngle(float x, float y) const;
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float GetRelativeAngle(const Position *pos) const
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{ assert(pos); return GetAngle(pos) - m_orientation; }
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{ return GetAngle(pos) - m_orientation; }
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float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; }
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void GetSinCos(float x, float y, float &vsin, float &vcos) const;
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bool IsInDist2d(float x, float y, float dist) const
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{ return GetExactDist2dSq(x, y) < dist * dist; }
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bool IsInDist2d(const Position *pos, float dist) const
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{ assert(pos); return GetExactDist2dSq(pos) < dist * dist; }
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{ return GetExactDist2dSq(pos) < dist * dist; }
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bool IsInDist(float x, float y, float z, float dist) const
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{ return GetExactDistSq(x, y, z) < dist * dist; }
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bool IsInDist(const Position *pos, float dist) const
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{ assert(pos); return GetExactDistSq(pos) < dist * dist; }
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{ return GetExactDistSq(pos) < dist * dist; }
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bool HasInArc(float arcangle, const Position *pos) const;
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bool HasInLine(const Unit *target, float distance, float width) const;
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};
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@@ -513,7 +513,7 @@ class WorldObject : public Object, public WorldLocation
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virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
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uint32 GetPhaseMask() const { return m_phaseMask; }
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bool InSamePhase(WorldObject const* obj) const { assert(obj); return InSamePhase(obj->GetPhaseMask()); }
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bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
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bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }
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uint32 GetZoneId() const;
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@@ -529,7 +529,6 @@ class WorldObject : public Object, public WorldLocation
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float GetDistance(const WorldObject *obj) const
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{
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assert(obj);
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float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize();
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return d > 0.0f ? d : 0.0f;
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}
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@@ -545,7 +544,6 @@ class WorldObject : public Object, public WorldLocation
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}
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float GetDistance2d(const WorldObject* obj) const
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{
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assert(obj);
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float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize();
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return d > 0.0f ? d : 0.0f;
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}
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