Changeset 119

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Timestamp:
11/19/08 13:37:56 (17 years ago)
Author:
yumileroy
Message:

[svn] Fix some mistakes of the last two commits.

Original author: megamage
Date: 2008-10-27 08:28:57-05:00

Location:
trunk/src
Files:
3 modified

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  • trunk/src/bindings/scripts/sql/Updates/r125_trinity.sql

    r117 r119  
    1 update creature_template set speed='0.01' scriptname='mob_toxic_sporebat' WHERE entry=22140; 
     1update creature_template set speed='0.01',scriptname='mob_toxic_sporebat' WHERE entry=22140; 
    22update creature_template SET scriptname='npc_overlord_morghor' WHERE entry=23139; 
    33update creature_template SET scriptname='npc_lord_illidan_stormrage' WHERE entry=22083; 
  • trunk/src/game/Object.cpp

    r102 r119  
    14891489    GetNearPoint2D(x,y,distance2d+searcher_size,absAngle); 
    14901490     
    1491     z = GetPositionZ(); 
    1492      
    1493     UpdateGroundPositionZ(x,y,z); 
    1494 } 
     1491        z = GetPositionZ(); 
     1492 
     1493        UpdateGroundPositionZ(x,y,z); 
     1494} 
     1495 
     1496void WorldObject::GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const 
     1497{ 
     1498        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. 
     1499        //let assume 12.0f is the max size for object to have 0 angle offset. 
     1500        float angle_offset_ratio = 1 - object_size/12.0f; 
     1501        if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05; 
     1502        // 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` 
     1503        GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio); 
     1504} 
  • trunk/src/game/Object.h

    r118 r119  
    373373            GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj )); 
    374374        } 
    375         void GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const 
    376         { 
    377             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. 
    378             //let assume 12.0f is the max size for object to have 0 angle offset. 
    379             float angle_offset_ratio = 1 - object_size/12.0f; 
    380             if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05; 
    381             // 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` 
    382             GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio); 
    383         } 
     375        void GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const; 
    384376 
    385377        float GetObjectSize() const