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https://github.com/OpenFusionProject/OpenFusion.git
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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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@@ -314,9 +314,9 @@ static void loadPaths(json& pathData, int32_t* nextId) {
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if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
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passedDistance -= SLIDER_GAP_SIZE; // step down
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// spawn a slider
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Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)--);
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Bus* slider = new Bus(0, INSTANCE_OVERWORLD, 1, (*nextId)--);
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NPCManager::NPCs[slider->id] = slider;
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NPCManager::updateNPCPosition(slider->id, slider->x, slider->y, slider->z, INSTANCE_OVERWORLD, 0);
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NPCManager::updateNPCPosition(slider->id, point.x, point.y, point.z, INSTANCE_OVERWORLD, 0);
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Transport::NPCQueues[slider->id] = route;
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}
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// rotate
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@@ -659,7 +659,7 @@ static void loadEggs(json& eggData, int32_t* nextId) {
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int id = (*nextId)--;
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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Egg* addEgg = new Egg(instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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eggCount++;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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@@ -791,7 +791,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
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npc = new BaseNPC(mob["iAngle"], instanceID, mob["iNPCType"], id);
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}
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NPCManager::NPCs[npc->id] = npc;
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@@ -859,7 +859,7 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
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int id = (*nextId)--;
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uint64_t instanceID = egg.find("iMapNum") == egg.end() ? INSTANCE_OVERWORLD : (int)egg["iMapNum"];
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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Egg* addEgg = new Egg(instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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RunningEggs[id] = addEgg;
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@@ -893,7 +893,7 @@ static void loadNPCs(json& npcData) {
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if (npc["iX"] > 512000 && npc["iY"] < 256000)
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continue;
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#endif
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BaseNPC* tmp = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, type, npcID);
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BaseNPC* tmp = new BaseNPC(npc["iAngle"], instanceID, type, npcID);
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NPCManager::NPCs[npcID] = tmp;
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NPCManager::updateNPCPosition(npcID, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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