mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 05:36:23 +00:00
refactor(Core): Improve struct alignment and codestyle (#12335)
refactor(Core): improve struct alignment and codestyle
This commit is contained in:
@@ -73,7 +73,7 @@ struct M2Header
|
||||
uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies.
|
||||
uint32 nUVAnimLookup;
|
||||
uint32 ofsUVAnimLookup;
|
||||
G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
|
||||
G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
|
||||
float BoundingSphereRadius;
|
||||
G3D::AABox CollisionBox;
|
||||
float CollisionSphereRadius;
|
||||
@@ -118,15 +118,15 @@ struct M2Track
|
||||
|
||||
struct M2Camera
|
||||
{
|
||||
uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
|
||||
float fov; // No radians, no degrees. Multiply by 35 to get degrees.
|
||||
uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
|
||||
float fov; // No radians, no degrees. Multiply by 35 to get degrees.
|
||||
float far_clip;
|
||||
float near_clip;
|
||||
M2Track positions; // How the camera's position moves. Should be 3*3 floats.
|
||||
M2Track positions; // How the camera's position moves. Should be 3*3 floats.
|
||||
G3D::Vector3 position_base;
|
||||
M2Track target_positions; // How the target moves. Should be 3*3 floats.
|
||||
M2Track target_positions; // How the target moves. Should be 3*3 floats.
|
||||
G3D::Vector3 target_position_base;
|
||||
M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
|
||||
M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user