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-rw-r--r--src/game/DynamicObject.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
index 16b0e3b5a2b..48179190a6e 100644
--- a/src/game/DynamicObject.cpp
+++ b/src/game/DynamicObject.cpp
@@ -86,18 +86,18 @@ bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, const P
WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
SetEntry(spellId);
- SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
- SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
+ SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
+ SetUInt64Value(DYNAMICOBJECT_CASTER, caster->GetGUID());
// 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() );
+ SetUInt32Value(DYNAMICOBJECT_BYTES, 0x00000001);
+ SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
+ SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
+ SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());
m_isWorldObject = active;
return true;