*Do not proc relentless strikes with slice and dice twice

*Fix trap radius calculation in some cases-by krz

--HG--
branch : trunk
This commit is contained in:
QAston
2009-05-15 16:51:26 +02:00
parent ab195a1031
commit 4a20e22af3
2 changed files with 9 additions and 3 deletions

View File

@@ -302,7 +302,12 @@ void GameObject::Update(uint32 /*p_time*/)
bool IsBattleGroundTrap = false;
//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
float radius = goInfo->trap.radius;
float radius = 0.0f;
const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId);
if(spellEntry)
radius = GetSpellRadiusForHostile(sSpellRadiusStore.LookupEntry(spellEntry->EffectRadiusIndex[0]));
else
radius = goInfo->trap.radius;
if(!radius)
{
if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)