/// <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> /// 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); }
internal float RequiredFacing(WoWObject parObject) { return(RequiredFacing(parObject.Position)); }
internal float FacingRelativeTo(WoWObject parObject) { return(FacingRelativeTo(parObject.Position)); }
/// <summary> /// Set the target by guid /// </summary> internal void SetTarget(WoWObject parObject) { Functions.SetTarget(parObject.Guid); TargetGuid = parObject.Guid; }
/// <summary> /// Set Facing /// </summary> internal void Face(WoWObject parObject) { //XYZ xyz = new XYZ(parObject.Position.X, parObject.Position.Y, parObject.Position.Z); //Functions.Ctm(this.Pointer, Enums.CtmType.FaceTarget, xyz, parObject.Guid); Face(parObject.Position); }
/// <summary> /// Distance to object /// </summary> internal float DistanceTo(WoWObject parOtherObject) { return(Calc.Distance2D(Position, parOtherObject.Position)); }