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-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp18
1 files changed, 8 insertions, 10 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index 9db36c76bb4..a18f0a6574b 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -3239,29 +3239,28 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
if (!me)
return;
- WorldObject* creature = NULL;
+ Creature* creature = nullptr;
if (e.event.distance.guid != 0)
{
creature = FindCreatureNear(me, e.event.distance.guid);
-
if (!creature)
return;
- if (!me->IsInRange(creature, 0, (float)e.event.distance.dist))
+ if (!me->IsInRange(creature, 0, static_cast<float>(e.event.distance.dist)))
return;
}
else if (e.event.distance.entry != 0)
{
std::list<Creature*> list;
- me->GetCreatureListWithEntryInGrid(list, e.event.distance.entry, (float)e.event.distance.dist);
+ me->GetCreatureListWithEntryInGrid(list, e.event.distance.entry, static_cast<float>(e.event.distance.dist));
if (!list.empty())
creature = list.front();
}
if (creature)
- ProcessTimedAction(e, e.event.distance.repeat, e.event.distance.repeat);
+ ProcessTimedAction(e, e.event.distance.repeat, e.event.distance.repeat, creature);
break;
}
@@ -3270,29 +3269,28 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
if (!me)
return;
- WorldObject* gameobject = NULL;
+ GameObject* gameobject = nullptr;
if (e.event.distance.guid != 0)
{
gameobject = FindGameObjectNear(me, e.event.distance.guid);
-
if (!gameobject)
return;
- if (!me->IsInRange(gameobject, 0, (float)e.event.distance.dist))
+ if (!me->IsInRange(gameobject, 0, static_cast<float>(e.event.distance.dist)))
return;
}
else if (e.event.distance.entry != 0)
{
std::list<GameObject*> list;
- me->GetGameObjectListWithEntryInGrid(list, e.event.distance.entry, (float)e.event.distance.dist);
+ me->GetGameObjectListWithEntryInGrid(list, e.event.distance.entry, static_cast<float>(e.event.distance.dist));
if (!list.empty())
gameobject = list.front();
}
if (gameobject)
- ProcessTimedAction(e, e.event.distance.repeat, e.event.distance.repeat);
+ ProcessTimedAction(e, e.event.distance.repeat, e.event.distance.repeat, nullptr, 0, 0, false, nullptr, gameobject);
break;
}