Core/Spells: Remove utterly wrong delay on GameObject activate spells

This commit is contained in:
Nay
2011-07-05 02:58:14 +01:00
parent fa29708759
commit 19cd259113
+4 -10
View File
@@ -5520,23 +5520,17 @@ void Spell::EffectSummonPlayer(SpellEffIndex /*effIndex*/)
unitTarget->ToPlayer()->GetSession()->SendPacket(&data); unitTarget->ToPlayer()->GetSession()->SendPacket(&data);
} }
static ScriptInfo generateActivateCommand()
{
ScriptInfo si;
si.command = SCRIPT_COMMAND_ACTIVATE_OBJECT;
return si;
}
void Spell::EffectActivateObject(SpellEffIndex effIndex) void Spell::EffectActivateObject(SpellEffIndex effIndex)
{ {
if (!gameObjTarget) if (!gameObjTarget)
return; return;
static ScriptInfo activateCommand = generateActivateCommand(); ScriptInfo activateCommand;
activateCommand.command = SCRIPT_COMMAND_ACTIVATE_OBJECT;
int32 delay_secs = m_spellInfo->EffectMiscValue[effIndex]; // int32 unk = m_spellInfo->EffectMiscValue[effIndex]; // This is set for EffectActivateObject spells; needs research
gameObjTarget->GetMap()->ScriptCommandStart(activateCommand, delay_secs, m_caster, gameObjTarget); gameObjTarget->GetMap()->ScriptCommandStart(activateCommand, 0, m_caster, gameObjTarget);
} }
void Spell::EffectApplyGlyph(SpellEffIndex effIndex) void Spell::EffectApplyGlyph(SpellEffIndex effIndex)