diff options
author | QAston <none@none> | 2009-05-15 16:51:26 +0200 |
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committer | QAston <none@none> | 2009-05-15 16:51:26 +0200 |
commit | 4a20e22af360433608083e879bf35c6a7fd48303 (patch) | |
tree | 408dc012619dea9623fc04d2d6dd0aea7d35c3c7 /src/game/GameObject.cpp | |
parent | ab195a1031f03c7e473aa15ecba0bf600de4642d (diff) |
*Do not proc relentless strikes with slice and dice twice
*Fix trap radius calculation in some cases-by krz
--HG--
branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r-- | src/game/GameObject.cpp | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index 540ea1e0dd7..a6292a9964b 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -302,7 +302,12 @@ void GameObject::Update(uint32 /*p_time*/) bool IsBattleGroundTrap = false; //FIXME: this is activation radius (in different casting radius that must be selected from spell data) //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state - float radius = goInfo->trap.radius; + float radius = 0.0f; + const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId); + if(spellEntry) + radius = GetSpellRadiusForHostile(sSpellRadiusStore.LookupEntry(spellEntry->EffectRadiusIndex[0])); + else + radius = goInfo->trap.radius; if(!radius) { if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) |