Scripts / Naxxramas : add missing null pointer check. Fixes CID 1354738 (#17628)

(cherry picked from commit d57c177d0b)

# Conflicts:
#	src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp
This commit is contained in:
ForesterDev
2016-07-19 12:41:42 +04:00
committed by joschiwald
parent 13bac539d6
commit 97f65d9b4d

View File

@@ -405,17 +405,17 @@ public:
if (state == STATE_ZOMBIE_DECIMATED)
{
timer += diff;
// 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.
// 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.
if (Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID))
{
if (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.
// 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.
// 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.
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.
{
me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
timer = 0;
}
if (me->GetExactDist2d(gluth) <= 10.0)
if (me->GetExactDist2d(gluth) <= 10.0f)
me->StopMoving();
}
}