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-rw-r--r--src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp b/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp
index ed7e4689059..ce24d36b007 100644
--- a/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp
+++ b/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp
@@ -405,17 +405,17 @@ public:
if (state == STATE_ZOMBIE_DECIMATED)
{
timer += diff;
- // Putting this in the UpdateAI loop fixes an issue where death gripping a decimated zombie would make the zombie stand still until the rest of the fight.
- // Also fix the issue where if one or more zombie is rooted when decimates hits (and MovePoint() is called), the zombie teleport to the boss. pretty weird behavior.
if (Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID))
{
- if (timer > 1600 && me->GetExactDist2d(gluth) > 10.0 && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
+ // Putting this in the UpdateAI loop fixes an issue where death gripping a decimated zombie would make the zombie stand still until the rest of the fight.
+ // Also fix the issue where if one or more zombie is rooted when decimates hits (and MovePoint() is called), the zombie teleport to the boss. pretty weird behavior.
+ if (timer > 1600 && me->GetExactDist2d(gluth) > 10.0f && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
{
me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
timer = 0;
}
- if (me->GetExactDist2d(gluth) <= 10.0)
+ if (me->GetExactDist2d(gluth) <= 10.0f)
me->StopMoving();
}
}