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[fix] dynamic object size scaling (PA auras)


Auntie Mangos

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Presistant Area Auras currently are visually displayed to small in the client ("Frost Trap", "Consecration", etc.). A good scaling value seems to be 2. In this case it fits quite well with server calculated effect radius (or with the green aoe target marker, you have to use e.g. with "Hurricane").

Those scaling value are not interpreted as absolute values by the client, so any spellmods increasing the radius of an PAA will be displayed correctly.

Bug report and also the fix was postet here: http://getmangos.eu/community/showthread.php?8001-AoE-Effect&highlight=frost+trap, so in the end this is not really my patch/idea^^

From 3ac29b7e847b1cf38ae0c2b6e125fb02490516a5 Mon Sep 17 00:00:00 2001
From: pasdVn <[email protected]>
Date: Mon, 15 Feb 2010 14:10:59 +0100
Subject: Fixed scaling of visual effects of dynamic objects (PA-auras)

---
src/game/DynamicObject.cpp |    2 +-
1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp
index da35b9b..a9b67f9 100644
--- a/src/game/DynamicObject.cpp
+++ b/src/game/DynamicObject.cpp
@@ -68,7 +68,7 @@ bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32
    }

    SetEntry(spellId);
-    SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
+    SetFloatValue( OBJECT_FIELD_SCALE_X, 2 );
    SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
    SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
    SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
-- 
1.6.5.1.1367.gcd48


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