internal XYZ(ref _XYZ parStruct) { X = parStruct.X; Y = parStruct.Y; Z = parStruct.Z; ToStruct = parStruct; }
internal XYZ(float x, float y) { X = x; Y = y; Z = 0; ToStruct = new _XYZ(X, Y, Z); }
internal XYZ() { X = 0; Y = 0; Z = 0; ToStruct = new _XYZ(X, Y, Z); }
public Location(float x, float y) { X = x; Y = y; Z = 0; ToStruct = new _XYZ(X, Y, Z); }
internal Location(ref _XYZ parStruct) { X = parStruct.X; Y = parStruct.Y; Z = parStruct.Z; ToStruct = parStruct; }
public Location() { X = 0; Y = 0; Z = 0; ToStruct = new _XYZ(X, Y, Z); }
internal static unsafe Location GetGameObjectPosition(WoWGameObject obj) { if (!ObjectManager.Instance.IsIngame) { return(new Location(0, 0, 0)); } if (GetGameObjectPositionFunction == null) { GetGameObjectPositionFunction = Memory.Reader.RegisterDelegate <GetGameObjectPositionDelegate>(funcs.GetGameObjectPosition); } var xyzStruct = new _XYZ(); GetGameObjectPositionFunction(obj.Pointer, &xyzStruct); return(new Location(ref xyzStruct)); }
private static extern unsafe _XYZ *CalculatePath(uint mapId, _XYZ start, _XYZ end, bool parSmooth, out int length);