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authormegamage <none@none>2009-02-04 10:53:58 -0600
committermegamage <none@none>2009-02-04 10:53:58 -0600
commitdf7499e0565116c356308839079c36943ba7949c (patch)
tree5c7b362962dc49e95601eea5ccfe5102b370639d /src/game/SpellEffects.cpp
parent50c82c666093b5dac3cd60cddf9f46223a48d8d9 (diff)
parent6b19b789ca1757b99a5eaf37fba7c3f555347ab1 (diff)
*Merge.
--HG-- branch : trunk
Diffstat (limited to 'src/game/SpellEffects.cpp')
-rw-r--r--src/game/SpellEffects.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 262f3f679e0..05419603b59 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -684,7 +684,7 @@ void Spell::EffectDummy(uint32 i)
if (!creatureTarget || !pGameObj) return;
if (!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 181574, creatureTarget->GetMap(), creatureTarget->GetPhaseMask(),
- creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(),
+ creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(),
creatureTarget->GetOrientation(), 0, 0, 0, 0, 100, 1))
{
delete pGameObj;
@@ -3615,7 +3615,7 @@ void Spell::EffectAddFarsight(uint32 i)
map->Add(dynObj);
map->SwitchGridContainers(dynObj, true); // Needed for forwarding player packets
dynObj->setActive(true); // Keep the grid updated even if there are no players in it
-
+
// Need to update visibility of object for client to accept farsight guid
((Player*)m_caster)->UpdateVisibilityOf(dynObj);
((Player*)m_caster)->SetFarsightTarget(dynObj);
@@ -3698,7 +3698,7 @@ void Spell::EffectSummonGuardian(uint32 i)
}
// trigger
- if(!m_originalCaster || m_originalCaster->GetTypeId() != TYPEID_PLAYER
+ if(!m_originalCaster || m_originalCaster->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)m_originalCaster)->isTotem()/*m_spellInfo->Id == 40276*/)
{
EffectSummonWild(i);
@@ -4598,7 +4598,7 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
if(spell_bonus)
spell_bonus = int32(spell_bonus * weapon_total_pct);
}
-
+
int32 weaponDamage = m_caster->CalculateDamage(m_attackType, normalized);
// Sequence is important