diff options
Diffstat (limited to 'src/game/DynamicObject.cpp')
-rw-r--r-- | src/game/DynamicObject.cpp | 12 |
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; |