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Scripts/RubySanctum: Widen random angles for meteor flames.
Don't QQ because "OMG you're not testing any of your stuff", I can't build TC atm. Memo: Meteor Flames have ``` [12] UNIT_CREATED_BY_SPELL: 74689/1.046616E-40 ``` which isn't in DBCs, exists, but is not seen in sniffs.
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@@ -149,13 +149,7 @@ enum Actions
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ACTION_MONITOR_CORPOREALITY = 3,
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// Orb Carrier
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ACTION_SHOOT = 4,
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// Living Inferno
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ACTION_SUMMON_LIVING_EMBERS = 5,
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// Meteor Flame
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ACTION_SUMMON_FLAME = 6
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ACTION_SHOOT = 4
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};
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enum Phases
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@@ -1005,7 +999,7 @@ class npc_meteor_strike_initial : public CreatureScript
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if (HalionAI* halionAI = CAST_AI(HalionAI, owner->AI()))
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{
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Position const* ownerPos = halionAI->GetMeteorStrikePosition();
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float randomAdjustment = frand(0.0f, static_cast<float>(M_PI / 7.0f));
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float randomAdjustment = frand(0.0f, static_cast<float>(M_PI / 5.0f));
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float angle[4];
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angle[0] = me->GetAngle(ownerPos);
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angle[1] = angle[0] + randomAdjustment;
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@@ -1089,7 +1083,7 @@ class npc_meteor_strike : public CreatureScript
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if (_events.ExecuteEvent() == EVENT_SPAWN_METEOR_FLAME)
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{
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Position pos = me->GetNearPosition(5.0f, frand(0.0f, static_cast<float>(M_PI / 8.0f)));
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Position pos = me->GetNearPosition(5.0f, frand(-static_cast<float>(M_PI / 6.0f), static_cast<float>(M_PI / 6.0f)));
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if (Creature* flame = me->SummonCreature(NPC_METEOR_STRIKE_FLAME, pos, TEMPSUMMON_TIMED_DESPAWN, 25000))
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flame->AI()->SetGUID(me->GetGUID());
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}
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@@ -1149,8 +1143,7 @@ class npc_meteor_strike_flame : public CreatureScript
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if (meteorStrike->AI()->GetData(DATA_SPAWNED_FLAMES) > 5)
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return;
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Position pos = me->GetNearPosition(5.0f, frand(0.0f, static_cast<float>(M_PI / 8.0f)));
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Position pos = me->GetNearPosition(5.0f, frand(-static_cast<float>(M_PI / 6.0f), static_cast<float>(M_PI / 6.0f)));
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if (Creature* flame = me->SummonCreature(NPC_METEOR_STRIKE_FLAME, pos, TEMPSUMMON_TIMED_DESPAWN, 25000))
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flame->AI()->SetGUID(_rootOwnerGuid);
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}
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@@ -1357,7 +1350,7 @@ class go_twilight_portal : public GameObjectScript
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_spellId = gameobject->GetGOInfo()->goober.spell;
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break;
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case GO_HALION_PORTAL_1:
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case GO_HALION_PORTAL_2: // Not used, not seen in sniffs. Just in case.
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case GO_HALION_PORTAL_2:
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gameobject->SetPhaseMask(0x1, true);
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/// Because WDB template has non-existent spell ID, not seen in sniffs either, meh
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_spellId = SPELL_TWILIGHT_REALM;
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