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Fixed ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING by using total fall distance instead of fall time. This distance might be used for a more accurate fall damage formula in a later version.
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3 changed files with 12 additions and 5 deletions
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@ -304,9 +304,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(!gameeventmgr.IsActiveEvent(26))
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continue;
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}
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// miscvalue1 is falltime, calculate to fall height format given in dbc
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uint32 fallHeight = uint32(0.06f*miscvalue1-91.5)*100;
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SetCriteriaProgress(achievementCriteria, fallHeight);
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// miscvalue1 is the ingame fallheight*100 as stored in dbc
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SetCriteriaProgress(achievementCriteria, miscvalue1);
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break;
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}
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:
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