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[refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their roaming and spawn coords. Assignment of the latter has been moved to the CombatNPC constructor, where it should have already been.
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@@ -532,7 +532,7 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
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int addX = 0; //-500.0f * sin(plr->angle / 180.0f * M_PI);
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int addY = 0; //-500.0f * cos(plr->angle / 180.0f * M_PI);
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Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
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Egg* egg = new Egg(plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
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NPCManager::NPCs[id] = egg;
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NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
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@@ -977,7 +977,13 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
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// add first point at NPC's current location
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std::vector<BaseNPC*> pathPoints;
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BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
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BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
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// assign coords manually, since we aren't actually adding markers to the world
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marker->x = npc->x;
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marker->y = npc->y;
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marker->z = npc->z;
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pathPoints.push_back(marker);
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// map from player
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TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints);
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@@ -998,7 +1004,12 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
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// /path kf
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if (args[1] == "kf") {
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BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
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BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
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marker->x = npc->x;
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marker->y = npc->y;
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marker->z = npc->z;
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entry->second.push_back(marker);
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Chat::sendServerMessage(sock, "[PATH] Added keyframe");
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updatePathMarkers(sock);
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