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-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp10
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h2
2 files changed, 7 insertions, 5 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 98cfb722e50..1c86db771a5 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -422,7 +422,7 @@ void GameObject::Update(uint32 diff)
}
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
- //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
+ // We need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
if (GetGoState() != GO_STATE_READY)
ResetDoorOrButton();
break;
@@ -434,13 +434,15 @@ void GameObject::Update(uint32 diff)
break;
}
- if (!m_spawnedByDefault) // despawn timer
+ // Despawn timer
+ if (!m_spawnedByDefault)
{
- // can be despawned or destroyed
+ // Can be despawned or destroyed
SetLootState(GO_JUST_DEACTIVATED);
return;
}
- // respawn timer
+
+ // Respawn timer
uint32 poolid = GetDBTableGUIDLow() ? sPoolMgr->IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
if (poolid)
sPoolMgr->UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index 95d8933a1fa..6e36639b84f 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -123,7 +123,7 @@ struct GameObjectTemplate
{
uint32 lockId; //0 -> Lock.dbc
uint32 level; //1
- uint32 diameter; //2 radius for trap activation
+ uint32 diameter; //2 diameter for trap activation
uint32 spellId; //3
uint32 type; //4 0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn.
uint32 cooldown; //5 time in secs