From 5251daf01a9991c97d4e350397033da4f0231466 Mon Sep 17 00:00:00 2001 From: Shauren Date: Fri, 10 Feb 2012 11:32:33 +0100 Subject: Core/Spells: Summoning players will now teleport them directly on summoner, not near him --- src/server/game/Spells/SpellEffects.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/server/game/Spells/SpellEffects.cpp') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index d3fd3a6b117..6802cbdd90d 100755 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -3048,7 +3048,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex) uint32 numSummons; // some spells need to summon many units, for those spells number of summons is stored in effect value - // however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc + // however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc // and in spell attributes, possibly we need to add a table for those) // so here's a list of MiscValueB values, which is currently most generic check switch (properties->Id) @@ -5691,7 +5691,7 @@ void Spell::EffectSummonPlayer(SpellEffIndex /*effIndex*/) return; float x, y, z; - m_caster->GetClosePoint(x, y, z, unitTarget->GetObjectSize()); + m_caster->GetPosition(x, y, z); unitTarget->ToPlayer()->SetSummonPoint(m_caster->GetMapId(), x, y, z); @@ -7142,7 +7142,7 @@ void Spell::SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const* float radius = 5.0f; int32 duration = m_spellInfo->GetDuration(); - + if (Player* modOwner = m_originalCaster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration); -- cgit v1.2.3