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fixed LookAt and IsFacing (<3 u devi)
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d72a2af641
commit
4ad37f1011
1 changed files with 12 additions and 9 deletions
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@ -151,6 +151,10 @@ namespace FFXIVClassic_Map_Server.Actors
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positionX = pos.X;
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positionX = pos.X;
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positionY = pos.Y;
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positionY = pos.Y;
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positionZ = pos.Z;
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positionZ = pos.Z;
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if (target != null)
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LookAt(target);
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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}
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}
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lastMoveUpdate = DateTime.Now;
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lastMoveUpdate = DateTime.Now;
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@ -400,10 +404,9 @@ namespace FFXIVClassic_Map_Server.Actors
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hasMoved = true;
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hasMoved = true;
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}
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}
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else if (target != null)
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if (target != null)
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{
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{
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// todo: actually make IsFacing work
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if(!IsFacing(target.positionX, target.positionY))
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LookAt(target);
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LookAt(target);
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}
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}
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}
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}
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@ -605,8 +608,7 @@ namespace FFXIVClassic_Map_Server.Actors
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var dRot = Math.PI - rot2 + Math.PI / 2;
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var dRot = Math.PI - rot2 + Math.PI / 2;
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Program.Log.Error("IsFacing Rotation {0} Rotation2 {1}", rot1, rot2);
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return rot1 == (float)dRot;
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return rot1 == rot2;
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}
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}
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public void LookAt(Actor actor)
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public void LookAt(Actor actor)
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@ -632,10 +634,11 @@ namespace FFXIVClassic_Map_Server.Actors
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var dRot = Math.PI - rot2 + Math.PI / 2;
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var dRot = Math.PI - rot2 + Math.PI / 2;
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Program.Log.Error("LookAt Rotation {0} Rotation2 {1}", rot1, rot2);
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// pending move, dont need to unset it
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if (!hasMoved)
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hasMoved = rot1 != (float)dRot;
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this.hasMoved = rot2 != rot1;
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rotation = (float)dRot;
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this.rotation = (float)dRot;
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}
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}
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40)
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40)
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