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Scripts / Naxxramas : add missing null pointer check. Fixes CID 1354738
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@@ -406,18 +406,18 @@ public:
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if (state == STATE_ZOMBIE_DECIMATED)
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{
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timer += diff;
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Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID);
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// Putting this in the UpdateAI loop fixes an issue where death gripping a decimated zombie would make the zombie stand still until the rest of the fight.
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// Also fix the issue where if one or more zombie is rooted when decimates hits (and MovePoint() is called), the zombie teleport to the boss. pretty weird behavior.
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if (gluth && timer>1600 && me->GetExactDist2d(gluth) > 10.0 && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
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if (Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID))
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{
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me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
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//me->GetMotionMaster()->MoveFollow(gluth, 0, 0); // the zombies will stand still too far away from Gluth at the end of their movement. Also doesnt seem to work with SetWalk(true)
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timer = 0;
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// Putting this in the UpdateAI loop fixes an issue where death gripping a decimated zombie would make the zombie stand still until the rest of the fight.
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// Also fix the issue where if one or more zombie is rooted when decimates hits (and MovePoint() is called), the zombie teleport to the boss. pretty weird behavior.
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if (timer > 1600 && me->GetExactDist2d(gluth) > 10.0f && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
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{
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me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
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timer = 0;
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}
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if (me->GetExactDist2d(gluth) <= 10.0f)
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me->StopMoving();
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}
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if (me->GetExactDist2d(gluth) <= 10.0)
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me->StopMoving();
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}
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else if (state == STATE_ZOMBIE_NORMAL)
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DoMeleeAttackIfReady();
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