*Fix the bug caused by funtions with the same name.
--HG-- branch : trunk
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+1
-1
@@ -1622,7 +1622,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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UpdateGroundPositionZ(x,y,z);
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}
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void WorldObject::GetClosePointAt(float &x, float &y, float &z, float dist, float angle)
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void WorldObject::GetGroundPoint(float &x, float &y, float &z, float dist, float angle)
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{
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angle += GetOrientation();
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x += dist * cos(angle);
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+3
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@@ -394,11 +394,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object
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// angle calculated from current orientation
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GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
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}
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void GetClosePointAt(float &x, float &y, float &z, float dist, float angle);
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void GetClosePoint(float &x, float &y, float &z, float dist, float angle)
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void GetGroundPoint(float &x, float &y, float &z, float dist, float angle);
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void GetGroundPointAroundUnit(float &x, float &y, float &z, float dist, float angle)
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{
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GetPosition(x, y, z);
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GetClosePointAt(x, y, z, dist, angle);
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GetGroundPoint(x, y, z, dist, angle);
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}
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void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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{
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+3
-3
@@ -1911,7 +1911,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
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default: angle = rand_norm()*2*M_PI; break;
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}
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m_caster->GetClosePoint(x, y, z, dist, angle);
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m_caster->GetGroundPointAroundUnit(x, y, z, dist, angle);
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m_targets.setDestination(x, y, z); // do not know if has ground visual
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}break;
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@@ -1957,7 +1957,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
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default: angle = rand_norm()*2*M_PI; break;
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}
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target->GetClosePoint(x, y, z, dist, angle);
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target->GetGroundPointAroundUnit(x, y, z, dist, angle);
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m_targets.setDestination(x, y, z); // do not know if has ground visual
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}break;
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@@ -1994,7 +1994,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
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x = m_targets.m_destX;
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y = m_targets.m_destY;
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z = m_targets.m_destZ;
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m_caster->GetClosePointAt(x, y, z, dist, angle);
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m_caster->GetGroundPoint(x, y, z, dist, angle);
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m_targets.setDestination(x, y, z); // do not know if has ground visual
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}break;
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