*Fix the bug caused by funtions with the same name.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-01-09 17:52:13 -06:00
parent 9b8c50bb3b
commit 9fe27bf644
3 changed files with 7 additions and 7 deletions
+1 -1
View File
@@ -1622,7 +1622,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
UpdateGroundPositionZ(x,y,z); UpdateGroundPositionZ(x,y,z);
} }
void WorldObject::GetClosePointAt(float &x, float &y, float &z, float dist, float angle) void WorldObject::GetGroundPoint(float &x, float &y, float &z, float dist, float angle)
{ {
angle += GetOrientation(); angle += GetOrientation();
x += dist * cos(angle); x += dist * cos(angle);
+3 -3
View File
@@ -394,11 +394,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object
// angle calculated from current orientation // angle calculated from current orientation
GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle); GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
} }
void GetClosePointAt(float &x, float &y, float &z, float dist, float angle); void GetGroundPoint(float &x, float &y, float &z, float dist, float angle);
void GetClosePoint(float &x, float &y, float &z, float dist, float angle) void GetGroundPointAroundUnit(float &x, float &y, float &z, float dist, float angle)
{ {
GetPosition(x, y, z); GetPosition(x, y, z);
GetClosePointAt(x, y, z, dist, angle); GetGroundPoint(x, y, z, dist, angle);
} }
void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
{ {
+3 -3
View File
@@ -1911,7 +1911,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
default: angle = rand_norm()*2*M_PI; break; default: angle = rand_norm()*2*M_PI; break;
} }
m_caster->GetClosePoint(x, y, z, dist, angle); m_caster->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual m_targets.setDestination(x, y, z); // do not know if has ground visual
}break; }break;
@@ -1957,7 +1957,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
default: angle = rand_norm()*2*M_PI; break; default: angle = rand_norm()*2*M_PI; break;
} }
target->GetClosePoint(x, y, z, dist, angle); target->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual m_targets.setDestination(x, y, z); // do not know if has ground visual
}break; }break;
@@ -1994,7 +1994,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
x = m_targets.m_destX; x = m_targets.m_destX;
y = m_targets.m_destY; y = m_targets.m_destY;
z = m_targets.m_destZ; z = m_targets.m_destZ;
m_caster->GetClosePointAt(x, y, z, dist, angle); m_caster->GetGroundPoint(x, y, z, dist, angle);
m_targets.setDestination(x, y, z); // do not know if has ground visual m_targets.setDestination(x, y, z); // do not know if has ground visual
}break; }break;