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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Misc): change how Position struct is retrieved (#9017)
Update Position::GetPosition() and similar methods signatures to reflect 2a4c9bc changes by return a Position object instead of accepting a Position parameter by reference.
Cherry pick of 2585e799f9
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@@ -1684,11 +1684,11 @@ void WorldObject::GetRandomPoint(const Position& pos, float distance, float& ran
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UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
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}
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void WorldObject::GetRandomPoint(const Position& srcPos, float distance, Position& pos) const
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Position WorldObject::GetRandomPoint(const Position& srcPos, float distance) const
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{
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float x, y, z;
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GetRandomPoint(srcPos, distance, x, y, z);
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pos.Relocate(x, y, z, GetOrientation());
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return Position(x, y, z, GetOrientation());
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}
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void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
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@@ -2797,22 +2797,18 @@ bool WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float
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return true;
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}
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void WorldObject::GetNearPosition(Position& pos, float dist, float angle)
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Position WorldObject::GetNearPosition(float dist, float angle)
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{
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GetPosition(&pos);
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Position pos = GetPosition();
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MovePosition(pos, dist, angle);
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return pos;
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}
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void WorldObject::GetFirstCollisionPosition(Position& pos, float dist, float angle)
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Position WorldObject::GetRandomNearPosition(float radius)
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{
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GetPosition(&pos);
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MovePositionToFirstCollision(pos, dist, angle);
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}
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void WorldObject::GetRandomNearPosition(Position& pos, float radius)
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{
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GetPosition(&pos);
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Position pos = GetPosition();
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MovePosition(pos, radius * (float) rand_norm(), (float) rand_norm() * static_cast<float>(2 * M_PI));
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return pos;
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}
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void WorldObject::GetContactPoint(const WorldObject* obj, float& x, float& y, float& z, float distance2d) const
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@@ -2926,7 +2922,7 @@ Position WorldObject::GetFirstCollisionPosition(float destX, float destY, float
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Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
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{
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Position pos = GetPosition();
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GetFirstCollisionPosition(pos, dist, angle);
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MovePositionToFirstCollision(pos, dist, angle);
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return pos;
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}
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