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authorTrista <aconstantgoal@abv.bg>2013-03-09 05:23:50 +0200
committerTrista <aconstantgoal@abv.bg>2013-03-09 05:32:02 +0200
commit8e44b2d4a6bfe957df98cfb22ecff818138c32c7 (patch)
tree98d11fc3150e89604ead9c9bf6c841ffbf39084d /src
parented378ad63c6cb0bcb0bd8cbf3548f468e6ea1d1c (diff)
Scripts/Eye of Eternity: Remove some uneeded check and last to do that is uneeded after last GO changes
* also repair some broken GO data for 3.3.5a.
Diffstat (limited to 'src')
-rw-r--r--src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp5
-rw-r--r--src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp3
2 files changed, 1 insertions, 7 deletions
diff --git a/src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp b/src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
index 6f50dbc427a..bafd9a4510b 100644
--- a/src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
+++ b/src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp
@@ -19,11 +19,6 @@
SDName: Boss Malygos
Script Data End */
-/* Main problem needing most attention:
- Add support for using Exit Portal while on drake which means to
- find seat flag that allows casting on passenger or something that
- will prevent valid target filtering. */
-
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "SpellScript.h"
diff --git a/src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp b/src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
index a4b688394fb..806152f3826 100644
--- a/src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
+++ b/src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp
@@ -162,8 +162,7 @@ public:
// This fix not being able to press release button.
// Variation of this with some check needs to be implemented somewhere within core code.
// It'll stay here until someone find where and why the leak happens.
- if (Player* dyingPlayer = unit->ToPlayer())
- dyingPlayer->StopMoving();
+ dyingPlayer->StopMoving();
}
void ProcessEvent(WorldObject* /*obj*/, uint32 eventId)