1674 {
1678 float angle = summoner->
GetAngle(x, y);
1680 return;
1681
1682 for (
uint8 a = 0; a < 2; ++a)
1683 for (
uint8 i = 6; i > 0; --i)
1684 {
1685 float destX = summoner->
GetPositionX() + cos(angle + a * M_PI) * i * 10.0f;
1686 float destY = summoner->
GetPositionY() + std::sin(angle + a * M_PI) * i * 10.0f;
1689 destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
1690 {
1692 if (std::fabs(destZ - summoner->
GetPositionZ()) < 10.0f)
1693 {
1695 return;
1696 }
1697 }
1698 }
1699
1701 }
std::uint8_t uint8
Definition Define.h:109
@ LINEOFSIGHT_ALL_CHECKS
Definition Map.h:113
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:1537
Unit * GetCaster()
Definition SpellScript.cpp:401
uint32 GetPhaseMask() const
Definition Object.h:516
Map * GetMap() const
Definition Object.h:625
float GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
Definition Object.cpp:3085
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:85
void Relocate(float x, float y)
Definition Position.h:77
WorldLocation _position
Definition Spell.h:115