* Re-Fixed GO type 6 and type 8 to use radius for distance calculations instead

* of diameter. This will prevent things like people getting burned even though
* you aren't touching the fire.

--HG--
branch : trunk
This commit is contained in:
Brian
2009-12-31 09:30:39 -07:00
parent c06e2401a9
commit 6cd8d1286f
2 changed files with 2 additions and 2 deletions

View File

@@ -326,7 +326,7 @@ 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 = (goInfo->trap.radius)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
if(!radius)
{
if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)

View File

@@ -671,7 +671,7 @@ namespace Trinity
if(go->GetGOInfo()->spellFocus.focusId != i_focusId)
return false;
float dist = go->GetGOInfo()->spellFocus.dist;
float dist = (go->GetGOInfo()->spellFocus.dist)/2;
return go->IsWithinDistInMap(i_unit, dist);
}