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authormegamage <none@none>2008-12-10 20:25:47 -0600
committermegamage <none@none>2008-12-10 20:25:47 -0600
commit39083f4ff837d23cc886338fc9bc74df90fe9613 (patch)
tree5c2e0860894a6ac435f6035b9fab166a35c3d278 /src/game/GameObject.cpp
parent0029017e17b9a2fded77e1680cef9dbc3aebacff (diff)
*Add function SummonTrigger and allow to override its AI.
*Remove some trigger scripts. Use default trigger AI and db data instead. *Small fix on eagle boss' electrical storm. --HG-- branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 7008798b806..e43b703d3cb 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -1277,7 +1277,7 @@ void GameObject::Use(Unit* user)
void GameObject::CastSpell(Unit* target, uint32 spell)
{
//summon world trigger
- Creature *trigger = SummonCreature(12999, GetPositionX(), GetPositionY(), GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 1);
+ Creature *trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, 1);
if(!trigger) return;
trigger->SetVisibility(VISIBILITY_OFF); //should this be true?