Merge branch 'main' into components-wheeeee

This commit is contained in:
Aaron Kimbrell 2023-07-05 07:59:52 -05:00 committed by GitHub
commit 197d1bcdee
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 5 additions and 18 deletions

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@ -338,7 +338,7 @@ This is a Work in Progress, but below are some quick links to documentaion for s
## Former Contributors
* TheMachine
* Matthew
* [Raine](https://github.com/Rainebannister)
* [Raine](https://github.com/uwainium)
* Bricknave
## Special Thanks

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@ -418,7 +418,7 @@ void Character::WriteToDatabase() {
delete printer;
}
void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
@ -465,7 +465,7 @@ void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
}
bool Character::GetPlayerFlag(const int32_t flagId) const {
bool Character::GetPlayerFlag(const uint32_t flagId) const {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));

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@ -415,14 +415,14 @@ public:
* @param flagId the ID of the flag to set
* @param value the value to set for the flag
*/
void SetPlayerFlag(int32_t flagId, bool value);
void SetPlayerFlag(uint32_t flagId, bool value);
/**
* Gets the value for a certain character flag
* @param flagId the ID of the flag to get a value for
* @return the value of the flag given the ID (the default is false, obviously)
*/
bool GetPlayerFlag(int32_t flagId) const;
bool GetPlayerFlag(uint32_t flagId) const;
/**
* Notifies the character that they're now muted

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@ -1266,19 +1266,6 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
ChatPackets::SendSystemMessage(sysAddr, u"Failed to spawn entity.");
return;
}
auto* havokVehiclePhysicsComponent = newEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
auto newRot = newEntity->GetRotation();
auto angles = newRot.GetEulerAngles();
// make it right side up
angles.x -= PI;
// make it going in the direction of the player
angles.y -= PI;
newRot = NiQuaternion::FromEulerAngles(angles);
newEntity->SetRotation(newRot);
}
EntityManager::Instance()->ConstructEntity(newEntity);
}