Core/Misc:

- some simplifications in reputation calculation
- removed aura in SPELL_AURA_LINKED should depends on SpellDifficulty
- remove some unneeded variable declarations when it's already declared
- remove some hacks
- fix some warnings in Lfg stuff
- some codestyle changes
This commit is contained in:
joschiwald
2012-12-19 12:55:51 +01:00
parent db6195789d
commit f4e7cde1b5
11 changed files with 113 additions and 148 deletions

View File

@@ -208,7 +208,7 @@ class boss_ignis : public CreatureScript
switch (eventId)
{
case EVENT_JET:
me->MonsterTextEmote(EMOTE_JETS, 0, true);
Talk(EMOTE_JETS);
DoCast(me, SPELL_FLAME_JETS);
events.ScheduleEvent(EVENT_JET, urand(35000, 40000));
break;

View File

@@ -1084,7 +1084,7 @@ class achievement_quick_shave : public AchievementCriteriaScript
bool OnCheck(Player* /*source*/, Unit* target)
{
if (target)
if (target)
if (Creature* razorscale = target->ToCreature())
if (razorscale->AI()->GetData(DATA_QUICK_SHAVE))
return true;

View File

@@ -1418,7 +1418,7 @@ class spell_gen_luck_of_the_draw : public SpellScriptLoader
if (group->isLFGGroup())
if (uint32 dungeonId = sLFGMgr->GetDungeon(group->GetGUID(), true))
if (LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(dungeonId))
if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == uint32(map->GetDifficulty()))
if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == map->GetDifficulty())
if (randomDungeon && randomDungeon->type == LFG_TYPE_RANDOM)
return; // in correct dungeon