[9076] Another SPELL_EFFECT_PLAYER_PULL problem fix.

If base points porvided then this is _max_ pull distance, not direct distance.
This commit is contained in:
VladimirMangos 2009-12-27 23:44:25 +03:00
parent 41df9cd9ab
commit 7d0a830bd4
2 changed files with 6 additions and 2 deletions

View file

@ -6439,7 +6439,11 @@ void Spell::EffectPlayerPull(uint32 i)
if(!unitTarget) if(!unitTarget)
return; return;
unitTarget->KnockBackFrom(m_caster, -float(damage ? damage : unitTarget->GetDistance2d(m_caster)),float(m_spellInfo->EffectMiscValue[i])/10); float dist = unitTarget->GetDistance2d(m_caster);
if (damage && dist > damage)
dist = damage;
unitTarget->KnockBackFrom(m_caster,-dist,float(m_spellInfo->EffectMiscValue[i])/10);
} }
void Spell::EffectDispelMechanic(uint32 i) void Spell::EffectDispelMechanic(uint32 i)

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "9075" #define REVISION_NR "9076"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__