Exemple #1
0
/* Angelox: This is why the pets ghost - pets were being spawned too far away from its npc owner and some
into walls or objects (+10), this sometimes creates the "ghost" effect. I changed to +2 (as close as I 
could get while it still looked good). I also noticed this can happen if an NPC is spawned on the same spot of another or in a related bad spot.*/
Pet::Pet(NPCType *type_data, Mob *owner, PetType type, int16 spell_id, sint16 power)
: NPC(type_data, 0, owner->GetX()+2, owner->GetY()+2, owner->GetZ(), owner->GetHeading(), FlyMode3)
{
	GiveNPCTypeData(type_data);
	typeofpet = type;
	petpower = power;
	SetOwnerID(owner->GetID());
	SetPetSpellID(spell_id);
	taunting = true;
}
Exemple #2
0
/* This is why the pets ghost - pets were being spawned too far away from its npc owner and some
into walls or objects (+10), this sometimes creates the "ghost" effect. I changed to +2 (as close as I
could get while it still looked good). I also noticed this can happen if an NPC is spawned on the same spot of another or in a related bad spot.*/
Pet::Pet(NPCType *type_data, Mob *owner, PetType type, uint16 spell_id, int16 power)
: NPC(type_data, 0, owner->GetPosition() + glm::vec4(2.0f, 2.0f, 0.0f, 0.0f), FlyMode3)
{
	GiveNPCTypeData(type_data);
	typeofpet = type;
	petpower = power;
	SetOwnerID(owner->GetID());
	SetPetSpellID(spell_id);
	taunting = true;

	// Class should use npc constructor to set light properties
}