diff options
author | maximius <none@none> | 2009-09-26 16:01:30 -0700 |
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committer | maximius <none@none> | 2009-09-26 16:01:30 -0700 |
commit | 7396b641ae82adcf5afd2591957ff944b7964203 (patch) | |
tree | b6d54ca311e779ae4e77b569b9a367dc26a4938a /src/game/DynamicObject.cpp | |
parent | ff3f556423bc90f8476c8b09bacb60cd621b2664 (diff) |
*Gundrak: GO Handling & Slad Ran script by Tartalo
*Cleanup, and don't consider creatures to be in combat if they have no victim, or if their victim is a GM.
--HG--
branch : trunk
Diffstat (limited to 'src/game/DynamicObject.cpp')
-rw-r--r-- | src/game/DynamicObject.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp index 5dd4059e21c..e616dc2f809 100644 --- a/src/game/DynamicObject.cpp +++ b/src/game/DynamicObject.cpp @@ -113,7 +113,7 @@ void DynamicObject::Update(uint32 p_time) { // caster can be not in world at time dynamic object update, but dynamic object not yet deleted in Unit destructor Unit* caster = GetCaster(); - if(!caster) + if (!caster) { Delete(); return; @@ -126,17 +126,17 @@ void DynamicObject::Update(uint32 p_time) else deleteThis = true; - if(m_effMask) + if (m_effMask) { - if(m_updateTimer < p_time) + if (m_updateTimer < p_time) { Trinity::DynamicObjectUpdater notifier(*this,caster); VisitNearbyObject(GetRadius(), notifier); m_updateTimer = 500; // is this official-like? - }else m_updateTimer -= p_time; + } else m_updateTimer -= p_time; } - if(deleteThis) + if (deleteThis) { caster->RemoveDynObjectWithGUID(GetGUID()); Delete(); @@ -153,9 +153,9 @@ void DynamicObject::Delete() void DynamicObject::Delay(int32 delaytime) { m_aliveDuration -= delaytime; - for(AffectedSet::iterator iunit= m_affected.begin(); iunit != m_affected.end(); ++iunit) + for (AffectedSet::iterator iunit = m_affected.begin(); iunit != m_affected.end(); ++iunit) if (*iunit) - (*iunit)->DelayAura(m_spellId, GetCaster()->GetGUID() , delaytime); + (*iunit)->DelayAura(m_spellId, GetCaster()->GetGUID(), delaytime); } bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const |