Core/GameObject: Refactored destructible building handling, properly implemented spell effect repair

This commit is contained in:
Shauren
2011-07-22 21:22:05 +02:00
parent 0a4f18fab3
commit 74e2d981ac
15 changed files with 387 additions and 359 deletions
@@ -204,7 +204,7 @@ class npc_announcer_toc10 : public CreatureScript
return true;
if (GameObject* floor = GameObject::GetGameObject(*player, instanceScript->GetData64(GO_ARGENT_COLISEUM_FLOOR)))
floor->TakenDamage(1000000);
floor->SetDestructibleState(GO_DESTRUCTIBLE_DESTROYED);
creature->CastSpell(creature, 69016, false);
@@ -319,7 +319,7 @@ class boss_lich_king_toc : public CreatureScript
break;
case 5080:
if (GameObject* pGoFloor = m_pInstance->instance->GetGameObject(m_pInstance->GetData64(GO_ARGENT_COLISEUM_FLOOR)))
pGoFloor->TakenDamage(1000000);
pGoFloor->SetDestructibleState(GO_DESTRUCTIBLE_DESTROYED);
me->CastSpell(me, 69016, false);
if (m_pInstance)
{
+1 -1
View File
@@ -983,7 +983,7 @@ class spell_gen_seaforium_blast : public SpellScriptLoader
void Register()
{
OnEffect += SpellEffectFn(spell_gen_seaforium_blast_SpellScript::AchievementCredit, EFFECT_1, SPELL_EFFECT_WMO_DAMAGE);
OnEffect += SpellEffectFn(spell_gen_seaforium_blast_SpellScript::AchievementCredit, EFFECT_1, SPELL_EFFECT_GAMEOBJECT_DAMAGE);
}
};