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-rw-r--r--src/game/DynamicObject.cpp10
1 files changed, 8 insertions, 2 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;