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authorBrian <runningnak3d@gmail.com>2009-12-31 09:30:39 -0700
committerBrian <runningnak3d@gmail.com>2009-12-31 09:30:39 -0700
commit6cd8d1286f48671cd2e782b3a6803d7e951cb0f5 (patch)
treed1f59e4863bd2799850d986c4bf1bbafce18f655 /src/game/GameObject.cpp
parentc06e2401a9607f8fa053ea58cb38a61d7b117fc7 (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.cpp2
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)