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authorxinef1 <w.szyszko2@gmail.com>2017-03-02 02:19:25 +0100
committerariel- <ariel-@users.noreply.github.com>2017-03-01 22:19:25 -0300
commit7567cafec84080d26ea513242a1f540a823b8f9d (patch)
treef6f37a7cc4d06db0dbb0e08a01f8a18cf47ac955 /src/server/game/Spells/SpellEffects.cpp
parent7011aabb56f061fc889ec42ce32b7605ceb35b53 (diff)
Ensure that all actions are compared to fixed point in time (ie. world update start) (#18910)
- Actions will not be dependent on processing moment - Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999) - Created GameTime namespace and UpdateTime class and moved there some code out of world
Diffstat (limited to 'src/server/game/Spells/SpellEffects.cpp')
-rw-r--r--src/server/game/Spells/SpellEffects.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index e93b95c028e..e8ff2ced069 100644
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -3991,7 +3991,7 @@ void Spell::EffectSanctuary(SpellEffIndex /*effIndex*/)
++itr;
}
- unitTarget->m_lastSanctuaryTime = getMSTime();
+ unitTarget->m_lastSanctuaryTime = GameTime::GetGameTimeMS();
// Vanish allows to remove all threat and cast regular stealth so other spells can be used
if (m_caster->GetTypeId() == TYPEID_PLAYER