fix(Core/Cinematics): Cinematic camera improvements (#25097)

This commit is contained in:
Takenbacon
2026-03-20 18:04:52 -07:00
committed by GitHub
parent 67918db7a0
commit 1d7c5e4b71
20 changed files with 164 additions and 131 deletions
@@ -192,7 +192,7 @@ void MessageDistDeliverer::Visit(VisiblePlayersMap const& m)
for (auto const& kvPair : m)
{
Player const* target = kvPair.second;
if (i_distSq != 0.0f && target->m_seer->GetExactDist2dSq(i_source) > i_distSq)
if (i_distSq != 0.0f && target->GetSightPosition().GetExactDist2dSq(i_source) > i_distSq)
continue;
// @todo: Might not need this check anymore
@@ -1384,7 +1384,7 @@ namespace Acore
AnyPlayerExactPositionInGameObjectRangeCheck(GameObject const* go, float range) : _go(go), _range(range) {}
bool operator()(Player* u)
{
if (!_go->IsInRange(u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), _range))
if (!_go->IsInRange3d(u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), _range))
return false;
return true;
@@ -1604,7 +1604,7 @@ namespace Acore
bool operator() (GameObject* go)
{
if (!entry || (go->GetGOInfo() && go->GetGOInfo()->entry == entry))
return go->IsInRange(x, y, z, range);
return go->IsInRange3d(x, y, z, range);
else return false;
}
private: