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12 changes: 6 additions & 6 deletions Client/mods/deathmatch/logic/luadefs/CLuaBuildingDefs.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ void CLuaBuildingDefs::AddClass(lua_State* luaVM)
lua_registerclass(luaVM, "Building", "Element");
}

CClientBuilding* CLuaBuildingDefs::CreateBuilding(lua_State* const luaVM, std::uint16_t modelId, CVector pos, std::optional<CVector> rot, std::optional<std::uint8_t> interior)
CClientBuilding* CLuaBuildingDefs::CreateBuilding(lua_State* const luaVM, std::uint16_t modelId, CVector pos, std::optional<float> rotX, std::optional<float> rotY, std::optional<float> rotZ, std::optional<std::uint8_t> interior)
{
CLuaMain* pLuaMain = m_pLuaManager->GetVirtualMachine(luaVM);

Expand All @@ -48,14 +48,14 @@ CClientBuilding* CLuaBuildingDefs::CreateBuilding(lua_State* const luaVM, std::u
if (!CClientBuildingManager::IsValidPosition(pos))
throw std::invalid_argument("Position is outside of game world");

if (rot.has_value())
ConvertDegreesToRadians(rot.value());
else
rot.emplace(CVector(0, 0, 0));
CVector rot{rotX.value_or(0), rotY.value_or(0), rotZ.value_or(0)};
float epsilon = std::numeric_limits<float>::epsilon();
if (std::abs(rot.fX) < epsilon || std::abs(rot.fY) < epsilon || std::abs(rot.fZ) < epsilon)
ConvertDegreesToRadians(rot);

m_pBuildingManager->ResizePoolIfNeeds();

CClientBuilding* pBuilding = new CClientBuilding(m_pManager, INVALID_ELEMENT_ID, modelId, pos, rot.value() , interior.value_or(0));
CClientBuilding* pBuilding = new CClientBuilding(m_pManager, INVALID_ELEMENT_ID, modelId, pos, rot, interior.value_or(0));

CClientEntity* pRoot = pResource->GetResourceDynamicEntity();
pBuilding->SetParent(pRoot);
Expand Down
2 changes: 1 addition & 1 deletion Client/mods/deathmatch/logic/luadefs/CLuaBuildingDefs.h
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ class CLuaBuildingDefs : public CLuaDefs
static void AddClass(lua_State* luaVM);

// Buiding create funcs
static CClientBuilding* CreateBuilding(lua_State* const luaVM, std::uint16_t modelId, CVector pos, std::optional<CVector> rot, std::optional<std::uint8_t> interior);
static CClientBuilding* CreateBuilding(lua_State* const luaVM, std::uint16_t modelId, CVector pos, std::optional<float> rotX, std::optional<float> rotY, std::optional<float> rotZ, std::optional<std::uint8_t> interior);
static void RemoveAllGameBuildings();
static void RestoreGameBuildings();
};
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