minor fixes in boss_morogrim_tidewalker

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-06-23 14:08:03 +02:00
parent b823302088
commit 606b27eb6b
@@ -221,9 +221,8 @@ struct boss_morogrim_tidewalkerAI : public ScriptedAI
{
//Teleport 4 players under the waterfalls
Unit *pTarget;
using std::set;
set<int>list;
set<int>::const_iterator itr;
std::set<uint64> list;
std::set<uint64>::const_iterator itr;
for (uint8 i = 0; i < 4; ++i)
{
counter = 0;
@@ -251,7 +250,7 @@ struct boss_morogrim_tidewalkerAI : public ScriptedAI
} else WateryGrave_Timer -= diff;
//Start Phase2
if ((me->GetHealth()*100 / me->GetMaxHealth()) < 25)
if (HealthBelowPct(25))
Phase2 = true;
}
else
@@ -260,13 +259,13 @@ struct boss_morogrim_tidewalkerAI : public ScriptedAI
if (WateryGlobules_Timer <= diff)
{
Unit* pGlobuleTarget;
using std::set;
set<int>globulelist;
set<int>::const_iterator itr;
std::set<uint64> globulelist;
std::set<uint64>::const_iterator itr;
for (uint8 g = 0; g < 4; g++) //one unit can't cast more than one spell per update, so some players have to cast for us XD
{
counter = 0;
do {
do
{
pGlobuleTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true);
if (pGlobuleTarget)
itr = globulelist.find(pGlobuleTarget->GetGUID());