1659 {
1663 float angle = summoner->
GetAngle(x, y);
1665 return;
1666
1667 for (
uint8 a = 0; a < 2; ++a)
1668 for (
uint8 i = 6; i > 0; --i)
1669 {
1670 float destX = summoner->
GetPositionX() + cos(angle + a * M_PI) * i * 10.0f;
1671 float destY = summoner->
GetPositionY() + std::sin(angle + a * M_PI) * i * 10.0f;
1674 destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
1675 {
1677 if (std::fabs(destZ - summoner->
GetPositionZ()) < 10.0f)
1678 {
1680 return;
1681 }
1682 }
1683 }
1684
1686 }
std::uint8_t uint8
Definition Define.h:109
@ LINEOFSIGHT_ALL_CHECKS
Definition Map.h:106
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
Definition Map.cpp:1592
Unit * GetCaster()
Definition SpellScript.cpp:401
uint32 GetPhaseMask() const
Definition Object.h:451
Map * GetMap() const
Definition Object.h:536
float GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
Definition Object.cpp:3122
float GetExactDist2d(const float x, const float y) const
Definition Position.h:170
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
float GetAngle(const Position *pos) const
Definition Position.cpp:78
void Relocate(float x, float y)
Definition Position.h:77
WorldLocation _position
Definition Spell.h:105