From 7cbb6c101e975a046b95aeb5dd68d75d016f67a5 Mon Sep 17 00:00:00 2001 From: Treeston Date: Tue, 25 Jul 2017 02:01:32 +0200 Subject: Scripts/IcecrownCitadel: Prevent players from becoming inaccessible when killed by Lord Marrowgar's Impale spell (the initial damage, not the DoT). Also fix the underlying bug in vehicle logic. --- .../scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'src/server/scripts') diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp index ca8a9356db6..fc70ac2ccb5 100644 --- a/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp +++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp @@ -654,6 +654,15 @@ class spell_marrowgar_bone_spike_graveyard : public SpellScriptLoader { Unit* target = *itr; target->CastSpell(target, BoneSpikeSummonId[i], true); + if (!target->IsAlive()) // make sure we don't get any stuck spikes on dead targets + { + if (Aura* aura = target->GetAura(SPELL_IMPALED)) + { + if (Creature* spike = ObjectAccessor::GetCreature(*target, aura->GetCasterGUID())) + spike->DespawnOrUnsummon(); + aura->Remove(); + } + } } marrowgarAI->Talk(SAY_BONESPIKE); -- cgit v1.2.3