ScriptedAI/Creature: Fix a bug where a std::chrono overload was counting milliseconds instead of seconds.

This commit is contained in:
treeston
2016-08-04 15:32:24 +02:00
parent b37c7101de
commit 4030e4d780
2 changed files with 3 additions and 3 deletions

View File

@@ -369,7 +369,7 @@ class TC_GAME_API BossAI : public ScriptedAI
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
void _DespawnAtEvade(Milliseconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
void _DespawnAtEvade(Seconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
void TeleportCheaters();

View File

@@ -93,7 +93,7 @@ public:
void EnterEvadeMode(EvadeReason /*why*/) override
{
if (Creature* midnight = ObjectAccessor::GetCreature(*me, _midnightGUID))
BossAI::_DespawnAtEvade(10, midnight);
BossAI::_DespawnAtEvade(Seconds(10), midnight);
me->DespawnOrUnsummon();
}
@@ -349,7 +349,7 @@ public:
void EnterEvadeMode(EvadeReason /*why*/) override
{
BossAI::_DespawnAtEvade(10);
BossAI::_DespawnAtEvade(Seconds(10));
}
void KilledUnit(Unit* /*victim*/) override