[7216] Create gameobject in death point instead spawn point in spell 23019 effect. By VladimirMangos.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-02-01 16:49:48 -06:00
parent 5d490a1020
commit 8fec3690ba
2 changed files with 4 additions and 3 deletions
+3 -2
View File
@@ -891,12 +891,13 @@ void Spell::EffectDummy(uint32 i)
if(creatureTarget->isPet())
return;
GameObject* Crystal_Prison = m_caster->SummonGameObject(179644, creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(), creatureTarget->GetOrientation(), 0, 0, 0, 0, creatureTarget->GetRespawnTime()-time(NULL));
sLog.outDebug("SummonGameObject at SpellEfects.cpp EffectDummy for Spell 23019\n");
creatureTarget->setDeathState(JUST_DIED);
creatureTarget->RemoveCorpse();
creatureTarget->SetHealth(0); // just for nice GM-mode view
GameObject* Crystal_Prison = m_caster->SummonGameObject(179644, creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(), creatureTarget->GetOrientation(), 0, 0, 0, 0, creatureTarget->GetRespawnTime()-time(NULL));
sLog.outDebug("SummonGameObject at SpellEfects.cpp EffectDummy for Spell 23019\n");
WorldPacket data(SMSG_GAMEOBJECT_SPAWN_ANIM_OBSOLETE, 8);
data << uint64(Crystal_Prison->GetGUID());
m_caster->SendMessageToSet(&data,true);