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fix(Core/Spells): Fixed LoS problems with hunter traps. (#12348)
* fix(Core/Spells): Fixed LoS problems with hunter traps. Fixes #12332 * missing
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@@ -463,9 +463,9 @@ public:
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
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[[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
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[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
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[[nodiscard]] Position GetHitSpherePointFor(Position const& dest) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
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[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, Optional<float> collisionHeight = { }) const;
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[[nodiscard]] Position GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight = { }) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight = { }) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
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[[nodiscard]] bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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