bool Horse::IsHorseSpell(uint16 spell_id) { //written in terms of a function which does a ton more work //than we need to to figure out if this is a horse spell. //the logic is that people calling this function will post //likely immediately summon the horse, so we need the extra anyways. return(GetHorseType(spell_id) != nullptr); }
Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading) : NPC(GetHorseType(spell_id), nullptr, x, y, z, heading, FlyMode3) { //give the horse its proper name. strn0cpy(name, _owner->GetCleanName(), 55); strcat(name,"`s_Mount00"); owner = _owner; }
Horse::Horse(Client *_owner, uint16 spell_id, const glm::vec4& position) : NPC(GetHorseType(spell_id), nullptr, position, FlyMode3) { //give the horse its proper name. strn0cpy(name, _owner->GetCleanName(), 55); strcat(name,"`s_Mount00"); owner = _owner; }