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fix(Script/BlackTemple): teleport position with fatal attraction (#19971)
* fix(Script/BlackTemple): teleport position with fatal attraction * fix codestyle * try a new way by keeping a random teleport * remove the old fixed position * improve the dest selection * raycast around the new position for check a valid dest * fix codestyle * revert the old changes * refactor to remove the while loop * few refactor * Revert "few refactor" This reverts commit fb7613d5cc5a19df01bbcf41ef5c982119ee9685. * . * add a los check * new improvement with stairs cases & console errors * fix disableWarning option * Update boss_mother_shahraz.cpp * Update boss_mother_shahraz.cpp * Update boss_mother_shahraz.cpp * Update boss_mother_shahraz.cpp * Update boss_mother_shahraz.cpp
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@@ -420,13 +420,13 @@ public:
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void GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ = 0, Position const* startPos = nullptr) const;
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void GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0, float controlZ = 0) const;
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bool GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float angle = 0, WorldObject const* forWho = nullptr, bool force = false) const;
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void MovePosition(Position& pos, float dist, float angle);
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Position GetNearPosition(float dist, float angle);
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void MovePosition(Position& pos, float dist, float angle, bool disableWarning = false);
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Position GetNearPosition(float dist, float angle, bool disableWarning = false);
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void MovePositionToFirstCollision(Position& pos, float dist, float angle);
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Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY);
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Position GetFirstCollisionPosition(float destX, float destY, float destZ);
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Position GetFirstCollisionPosition(float dist, float angle);
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Position GetRandomNearPosition(float radius);
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Position GetRandomNearPosition(float radius, bool disableWarning = false);
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void GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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void GetChargeContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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