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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/Spells
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/Spells')
-rw-r--r--src/server/scripts/Spells/spell_item.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/scripts/Spells/spell_item.cpp b/src/server/scripts/Spells/spell_item.cpp
index f7c2cefa202..5a6bb78eb10 100644
--- a/src/server/scripts/Spells/spell_item.cpp
+++ b/src/server/scripts/Spells/spell_item.cpp
@@ -1903,7 +1903,7 @@ class spell_item_crystal_prison_dummy_dnd : public SpellScriptLoader
if (Creature* target = GetHitCreature())
if (target->isDead() && !target->IsPet())
{
- GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation(), 0, 0, 0, 0, uint32(target->GetRespawnTime()-time(NULL)));
+ GetCaster()->SummonGameObject(OBJECT_IMPRISONED_DOOMGUARD, *target, G3D::Quat(), uint32(target->GetRespawnTime()-time(NULL)));
target->DespawnOrUnsummon();
}
}