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fix(Scripts/Scholomance): Darkmaster Gandling crash (#10546)
* fix(Scripts/Scholomance): Darkmaster Gandling crash * Update boss_darkmaster_gandling.cpp * Update boss_darkmaster_gandling.cpp * Update boss_darkmaster_gandling.cpp Co-authored-by: Skjalf <47818697+Nyeriah@users.noreply.github.com> Co-authored-by: UltraNix <80540499+UltraNix@users.noreply.github.com>
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@@ -296,15 +296,17 @@ public:
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void SpellHitTarget(Unit* target, SpellInfo const* spellinfo) override
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{
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uint32 room = 0;
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if (spellinfo && spellinfo->Id == SPELL_SHADOW_PORTAL && target && me->GetVictim())
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if (spellinfo && spellinfo->Id == SPELL_SHADOW_PORTAL && target)
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{
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room = GetData(GANDLING_ROOM_TO_USE);
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SetGate(room, CLOSED);
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SpawnMobsInRoom(room);
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DoCast(target, GandlingPortalSpells[room], true); // needs triggered somehow.
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if (target->GetGUID() == me->GetVictim()->GetGUID())
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auto victim = me->GetVictim();
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if (victim && (target->GetGUID() == victim->GetGUID()))
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{
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me->AddThreat(me->GetVictim(), -1000000); // drop current player, add a ton to second. This should guarantee that we don't end up with both 1 and 2 in a cage...
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me->AddThreat(victim, -1000000); // drop current player, add a ton to second. This should guarantee that we don't end up with both 1 and 2 in a cage...
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if (Unit* newTarget = SelectTarget(SelectTargetMethod::MaxThreat, 1, 200.0f)) // search in whole room
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{
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me->AddThreat(newTarget, 1000000);
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