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author | ariel- <ariel-@users.noreply.github.com> | 2018-02-01 13:10:51 -0300 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-08-28 15:59:11 +0200 |
commit | 65dca120d34febdaa84a63e17f638ab0fa59b3df (patch) | |
tree | 6e9cdb496c1c5208ac438c3ce8ad4da5726ab2e4 /src/server/scripts | |
parent | f3548d45d0a74203ef6f5c7282c31ba794ddf7a1 (diff) |
Core/Spells: rework part 4: iterate over effects first
Ref #18395
Implement far spell queue processing
Closes #7395
(cherry picked from commit 080d2c6cd439acb2059adc4e24a279de98aa0db6)
Diffstat (limited to 'src/server/scripts')
-rw-r--r-- | src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp | 30 |
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 236353877e2..d962c6c7fb8 100644 --- a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp +++ b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_xt002.cpp @@ -631,29 +631,6 @@ 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: @@ -699,12 +676,7 @@ 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); } } |