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.
This commit is contained in:
Warpten
2015-07-28 16:05:09 +02:00
parent 5a64c55efc
commit 0dc6ea161d

View File

@@ -149,13 +149,7 @@ enum Actions
ACTION_MONITOR_CORPOREALITY = 3,
// Orb Carrier
ACTION_SHOOT = 4,
// Living Inferno
ACTION_SUMMON_LIVING_EMBERS = 5,
// Meteor Flame
ACTION_SUMMON_FLAME = 6
ACTION_SHOOT = 4
};
enum Phases
@@ -1005,7 +999,7 @@ class npc_meteor_strike_initial : public CreatureScript
if (HalionAI* halionAI = CAST_AI(HalionAI, owner->AI()))
{
Position const* ownerPos = halionAI->GetMeteorStrikePosition();
float randomAdjustment = frand(0.0f, static_cast<float>(M_PI / 7.0f));
float randomAdjustment = frand(0.0f, static_cast<float>(M_PI / 5.0f));
float angle[4];
angle[0] = me->GetAngle(ownerPos);
angle[1] = angle[0] + randomAdjustment;
@@ -1089,7 +1083,7 @@ class npc_meteor_strike : public CreatureScript
if (_events.ExecuteEvent() == EVENT_SPAWN_METEOR_FLAME)
{
Position pos = me->GetNearPosition(5.0f, frand(0.0f, static_cast<float>(M_PI / 8.0f)));
Position pos = me->GetNearPosition(5.0f, frand(-static_cast<float>(M_PI / 6.0f), static_cast<float>(M_PI / 6.0f)));
if (Creature* flame = me->SummonCreature(NPC_METEOR_STRIKE_FLAME, pos, TEMPSUMMON_TIMED_DESPAWN, 25000))
flame->AI()->SetGUID(me->GetGUID());
}
@@ -1149,8 +1143,7 @@ class npc_meteor_strike_flame : public CreatureScript
if (meteorStrike->AI()->GetData(DATA_SPAWNED_FLAMES) > 5)
return;
Position pos = me->GetNearPosition(5.0f, frand(0.0f, static_cast<float>(M_PI / 8.0f)));
Position pos = me->GetNearPosition(5.0f, frand(-static_cast<float>(M_PI / 6.0f), static_cast<float>(M_PI / 6.0f)));
if (Creature* flame = me->SummonCreature(NPC_METEOR_STRIKE_FLAME, pos, TEMPSUMMON_TIMED_DESPAWN, 25000))
flame->AI()->SetGUID(_rootOwnerGuid);
}
@@ -1357,7 +1350,7 @@ class go_twilight_portal : public GameObjectScript
_spellId = gameobject->GetGOInfo()->goober.spell;
break;
case GO_HALION_PORTAL_1:
case GO_HALION_PORTAL_2: // Not used, not seen in sniffs. Just in case.
case GO_HALION_PORTAL_2:
gameobject->SetPhaseMask(0x1, true);
/// Because WDB template has non-existent spell ID, not seen in sniffs either, meh
_spellId = SPELL_TWILIGHT_REALM;