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authorariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
committerariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
commit62bfee37cb21584cef631dda428feaf5eb829cda (patch)
treeddec04832a3761e9e2d5dddd83215a19f44fded1 /src/server/scripts/Outland/BlackTemple
parent29826a92ef4cf7896e3be69757b015d47f3db006 (diff)
Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly - Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
Diffstat (limited to 'src/server/scripts/Outland/BlackTemple')
-rw-r--r--src/server/scripts/Outland/BlackTemple/boss_warlord_najentus.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/scripts/Outland/BlackTemple/boss_warlord_najentus.cpp b/src/server/scripts/Outland/BlackTemple/boss_warlord_najentus.cpp
index 9b33ea88ca7..b9627856ae6 100644
--- a/src/server/scripts/Outland/BlackTemple/boss_warlord_najentus.cpp
+++ b/src/server/scripts/Outland/BlackTemple/boss_warlord_najentus.cpp
@@ -150,7 +150,7 @@ public:
DoCast(target, SPELL_IMPALING_SPINE, true);
SpineTargetGUID = target->GetGUID();
//must let target summon, otherwise you cannot click the spine
- target->SummonGameObject(GO_NAJENTUS_SPINE, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), me->GetOrientation(), 0, 0, 0, 0, 30);
+ target->SummonGameObject(GO_NAJENTUS_SPINE, *target, G3D::Quat(), 30);
Talk(SAY_NEEDLE);
events.DelayEvents(1500, GCD_CAST);
events.DelayEvents(15000, GCD_YELL);