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authormegamage <none@none>2009-04-18 11:05:35 -0500
committermegamage <none@none>2009-04-18 11:05:35 -0500
commitdb65f3c111197342e864e296bd7b8b6369a11add (patch)
tree2e33b59651749fd9bf1b2ffb1b443c37a353560e /src/bindings/scripts
parent5629168dbbc658d44e8b12544b768ac23bf95991 (diff)
parent60736b1f7da05e5eee5100edc3e80fbb9e228495 (diff)
*Merge.
--HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts')
-rw-r--r--src/bindings/scripts/ScriptMgr.cpp4
-rw-r--r--src/bindings/scripts/scripts/zone/black_temple/boss_reliquary_of_souls.cpp4
2 files changed, 8 insertions, 0 deletions
diff --git a/src/bindings/scripts/ScriptMgr.cpp b/src/bindings/scripts/ScriptMgr.cpp
index 1de66cdf98d..f23fd83832d 100644
--- a/src/bindings/scripts/ScriptMgr.cpp
+++ b/src/bindings/scripts/ScriptMgr.cpp
@@ -1679,6 +1679,8 @@ bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, u
TRINITY_DLL_EXPORT
bool GOSelect( Player *player, GameObject *_GO, uint32 sender, uint32 action )
{
+ if(!_GO)
+ return false;
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
@@ -1691,6 +1693,8 @@ bool GOSelect( Player *player, GameObject *_GO, uint32 sender, uint32 action )
TRINITY_DLL_EXPORT
bool GOSelectWithCode( Player *player, GameObject *_GO, uint32 sender, uint32 action, const char* sCode )
{
+ if(!_GO)
+ return false;
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
diff --git a/src/bindings/scripts/scripts/zone/black_temple/boss_reliquary_of_souls.cpp b/src/bindings/scripts/scripts/zone/black_temple/boss_reliquary_of_souls.cpp
index 353a16fe0e7..7a78e767279 100644
--- a/src/bindings/scripts/scripts/zone/black_temple/boss_reliquary_of_souls.cpp
+++ b/src/bindings/scripts/scripts/zone/black_temple/boss_reliquary_of_souls.cpp
@@ -268,7 +268,11 @@ struct TRINITY_DLL_DECL boss_reliquary_of_soulsAI : public ScriptedAI
m_creature->RemoveAurasDueToSpell(SPELL_SUBMERGE);
//Essence->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_SUBMERGE); //rotate and disappear
else
+ {
+ Essence->AI()->EnterEvadeMode();
+ Essence->GetMotionMaster()->MoveFollow(m_creature, 0, 0);
return;
+ }
break;
case 5:
if(Phase == 1)