Random minor code cleanup
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@@ -62,17 +62,6 @@ namespace VMAP
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return pos;
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}
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Vector3 VMapManager2::convertPositionToMangosRep(float x, float y, float z) const
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{
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Vector3 pos;
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const float mid = 0.5f * 64.0f * 533.33333333f;
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pos.x = mid - x;
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pos.y = mid - y;
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pos.z = z;
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return pos;
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}
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// move to MapTree too?
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std::string VMapManager2::getMapFileName(unsigned int mapId)
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{
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@@ -175,7 +164,7 @@ namespace VMAP
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Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
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Vector3 resultPos;
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bool result = instanceTree->second->getObjectHitPos(pos1, pos2, resultPos, modifyDist);
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resultPos = convertPositionToMangosRep(resultPos.x, resultPos.y, resultPos.z);
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resultPos = convertPositionToInternalRep(resultPos.x, resultPos.y, resultPos.z);
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rx = resultPos.x;
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ry = resultPos.y;
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rz = resultPos.z;
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@@ -222,7 +211,7 @@ namespace VMAP
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{
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Vector3 pos = convertPositionToInternalRep(x, y, z);
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bool result = instanceTree->second->getAreaInfo(pos, flags, adtId, rootId, groupId);
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// z is not touched by convertPositionToMangosRep(), so just copy
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// z is not touched by convertPositionToInternalRep(), so just copy
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z = pos.z;
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return result;
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}
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@@ -78,7 +78,6 @@ namespace VMAP
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public:
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// public for debug
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G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
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G3D::Vector3 convertPositionToMangosRep(float x, float y, float z) const;
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static std::string getMapFileName(unsigned int mapId);
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VMapManager2();
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@@ -505,9 +505,8 @@ namespace VMAP
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if (!wf)
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return false;
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bool result = true;
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uint32 chunkSize, count;
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result = fwrite(VMAP_MAGIC, 1, 8, wf) == 8;
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bool result = fwrite(VMAP_MAGIC, 1, 8, wf) == 8;
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if (result && fwrite("WMOD", 1, 4, wf) != 4) result = false;
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chunkSize = sizeof(uint32) + sizeof(uint32);
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if (result && fwrite(&chunkSize, sizeof(uint32), 1, wf) != 1) result = false;
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