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authorariel- <ariel-@users.noreply.github.com>2018-02-01 13:10:51 -0300
committerAriel Silva <ariel-@users.noreply.github.com>2018-03-09 14:41:28 -0300
commit080d2c6cd439acb2059adc4e24a279de98aa0db6 (patch)
tree53cd60562b73a7157fe0d0e6f4263df2831a656f /src/server/scripts
parente8d5aa56cc48572d81e1898b7b4ff10cfa6d1957 (diff)
Core/Spells: rework part 4: iterate over effects first
Ref #18395 Implement far spell queue processing Closes #7395
Diffstat (limited to 'src/server/scripts')
-rw-r--r--src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp30
1 files changed, 1 insertions, 29 deletions
diff --git a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp
index a4b5de9dd5b..8d9f69b9096 100644
--- a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp
+++ b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp
@@ -629,29 +629,6 @@ class npc_pummeller : public CreatureScript
* XE-321 BOOMBOT
*
*///----------------------------------------------------
-class BoomEvent : public BasicEvent
-{
- public:
- BoomEvent(Creature* me) : _me(me)
- {
- }
-
- bool Execute(uint64 /*time*/, uint32 /*diff*/) override
- {
- // This hack is here because we suspect our implementation of spell effect execution on targets
- // is done in the wrong order. We suspect that EFFECT_0 needs to be applied on all targets,
- // then EFFECT_1, etc - instead of applying each effect on target1, then target2, etc.
- // The above situation causes the visual for this spell to be bugged, so we remove the instakill
- // effect and implement a script hack for that.
-
- _me->CastSpell(_me, SPELL_BOOM, false);
- return true;
- }
-
- private:
- Creature* _me;
-};
-
class npc_boombot : public CreatureScript
{
public:
@@ -703,12 +680,7 @@ class npc_boombot : public CreatureScript
damage = 0;
- // Visual only seems to work if the instant kill event is delayed or the spell itself is delayed
- // Casting done from player and caster source has the same targetinfo flags,
- // so that can't be the issue
- // See BoomEvent class
- // Schedule 1s delayed
- me->m_Events.AddEvent(new BoomEvent(me), me->m_Events.CalculateTime(1*IN_MILLISECONDS));
+ DoCastAOE(SPELL_BOOM);
}
}