/// <summary> /// Set Facing towards passed object /// </summary> /// <param name="parObject">The object.</param> public void Face(WoWObject parObject) { //Location xyz = new Location(parObject.Position.X, parObject.Position.Y, parObject.Position.Z); //Functions.Ctm(this.Pointer, Enums.CtmType.FaceTarget, xyz, parObject.Guid); Face(parObject.Position); }
/// <summary> /// Required facing to look at the unit /// </summary> /// <param name="parObject">The object.</param> /// <returns></returns> public float RequiredFacing(WoWObject parObject) { return(RequiredFacing(parObject.Position)); }
/// <summary> /// Check if we are in line of sight with an object /// </summary> /// <param name="parObject">The object.</param> /// <returns></returns> public bool InLosWith(WoWObject parObject) { return(InLosWith(parObject.Position)); }
/// <summary> /// Facing relative to another object /// </summary> /// <param name="parObject">The object</param> /// <returns></returns> public float FacingRelativeTo(WoWObject parObject) { return(FacingRelativeTo(parObject.Position)); }