mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-16 07:30:42 +01:00
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:
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user