[7159] Allow GO cast as need (use go coordinates for target select in some cases)

Fixed work all Huter traps target selection
More check in ObjectAccessor::Get Object
More generic work 22 TARGET_CASTER_COORDINATES target type

Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2009-01-24 03:44:37 +03:00
parent c2a0a18a38
commit abaa111eaa
10 changed files with 71 additions and 42 deletions

View file

@ -354,7 +354,7 @@ void GameObject::Update(uint32 /*p_time*/)
{
Unit *caster = owner ? owner : ok;
caster->CastSpell(ok, goInfo->trap.spellId, true);
caster->CastSpell(ok, goInfo->trap.spellId, true, 0, 0, GetGUID());
m_cooldownTime = time(NULL) + 4; // 4 seconds
if(NeedDespawn)
@ -404,7 +404,7 @@ void GameObject::Update(uint32 /*p_time*/)
for (; it != end; it++)
{
Unit* owner = Unit::GetUnit(*this, uint64(*it));
if (owner) owner->CastSpell(owner, spellId, false);
if (owner) owner->CastSpell(owner, spellId, false, 0, 0, GetGUID());
}
m_unique_users.clear();
@ -809,7 +809,7 @@ void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
// found correct GO
// FIXME: when GO casting will be implemented trap must cast spell to target
if(trapGO)
target->CastSpell(target,trapSpell,true);
target->CastSpell(target,trapSpell,true, 0, 0, GetGUID());
}
GameObject* GameObject::LookupFishingHoleAround(float range)