diff options
| -rw-r--r-- | src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp b/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp index ef6ccf5bf4b..6ec9af68723 100644 --- a/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp +++ b/src/server/scripts/Northrend/Naxxramas/boss_gluth.cpp @@ -405,17 +405,19 @@ public: if (state == STATE_ZOMBIE_DECIMATED) { timer += diff; - Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID); - // 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 (gluth && 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. + if (Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID)) { - me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly. - timer = 0; - } + // 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) - me->StopMoving(); + if (me->GetExactDist2d(gluth) <= 10.0f) + me->StopMoving(); + } } else if (state == STATE_ZOMBIE_NORMAL) DoMeleeAttackIfReady(); |
