[SD2] Improved Rune game objects a lot

This commit is contained in:
stormrage-project 2015-09-05 09:35:21 +02:00 committed by Antz
parent 1d35902127
commit ba7317c34b

View File

@ -41,22 +41,6 @@
#include "precompiled.h"
#include "molten_core.h"
struct sRuneEncounters
{
uint32 m_uiRuneEntry, m_uiType;
};
static const sRuneEncounters m_aMoltenCoreRunes[MAX_MOLTEN_RUNES] =
{
{ GO_RUNE_KRESS, TYPE_MAGMADAR },
{ GO_RUNE_MOHN, TYPE_GEHENNAS },
{ GO_RUNE_BLAZ, TYPE_GARR },
{ GO_RUNE_MAZJ, TYPE_SHAZZRAH },
{ GO_RUNE_ZETH, TYPE_GEDDON },
{ GO_RUNE_THERI, TYPE_GOLEMAGG },
{ GO_RUNE_KORO, TYPE_SULFURON }
};
/*######
## go_molten_core_rune
######*/
@ -74,19 +58,10 @@ struct go_molten_core_rune : public GameObjectScript
return true;
}
for (uint8 i = 0; i < MAX_MOLTEN_RUNES; ++i)
if (pInstance->GetData(pGo->GetGOInfo()->button.linkedTrapId) == SPECIAL)
{
if (pGo->GetEntry() == m_aMoltenCoreRunes[i].m_uiRuneEntry)
{
// check if boss is already dead - if not return true
if (pInstance->GetData(m_aMoltenCoreRunes[i].m_uiType) != DONE)
{
return true;
}
pInstance->SetData(m_aMoltenCoreRunes[i].m_uiType, SPECIAL);
return false;
}
pInstance->SetData(TYPE_FLAME_DOSED, pGo->GetGOInfo()->button.linkedTrapId);
return false; // this path allows the spell to have effect
}
return true;