diff options
-rw-r--r-- | src/game/DynamicObject.cpp | 10 | ||||
-rw-r--r-- | src/game/SpellEffects.cpp | 1 |
2 files changed, 8 insertions, 3 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp index c6cbd786c4b..88d9848d3c2 100644 --- a/src/game/DynamicObject.cpp +++ b/src/game/DynamicObject.cpp @@ -88,10 +88,16 @@ bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, const P SetEntry(spellId); SetFloatValue( OBJECT_FIELD_SCALE_X, 1 ); SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() ); - SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 ); // effectMask? + + // The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden + // by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane. + // If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but + // precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells + // I saw sniffed... + SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 ); SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId ); SetFloatValue( DYNAMICOBJECT_RADIUS, radius ); - SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); // new 2.4.0 + SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); m_isWorldObject = active; return true; diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index f04d3a78715..56eb08e56de 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -3125,7 +3125,6 @@ void Spell::EffectPersistentAA(uint32 i) delete dynObj; return; } - dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x01eeeeee); caster->AddDynObject(dynObj); dynObj->GetMap()->Add(dynObj); |