diff options
author | Brian <runningnak3d@gmail.com> | 2009-12-31 09:30:39 -0700 |
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committer | Brian <runningnak3d@gmail.com> | 2009-12-31 09:30:39 -0700 |
commit | 6cd8d1286f48671cd2e782b3a6803d7e951cb0f5 (patch) | |
tree | d1f59e4863bd2799850d986c4bf1bbafce18f655 /src/game/GameObject.cpp | |
parent | c06e2401a9607f8fa053ea58cb38a61d7b117fc7 (diff) |
* Re-Fixed GO type 6 and type 8 to use radius for distance calculations instead
* of diameter. This will prevent things like people getting burned even though
* you aren't touching the fire.
--HG--
branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r-- | src/game/GameObject.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index a6c127321b6..0c86b6af826 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -326,7 +326,7 @@ 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 = (goInfo->trap.radius)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter) if(!radius) { if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) |