Merge pull request #7981 from Retriman/SpellTi
Core/Spell: Traps Hunter.
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@@ -293,7 +293,7 @@ void GameObject::Update(uint32 diff)
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else if (Unit* owner = GetOwner())
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{
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if (owner->isInCombat())
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m_cooldownTime = time(NULL) + goInfo->trap.cooldown;
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m_cooldownTime = time(NULL) + 1;
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}
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m_lootState = GO_READY;
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break;
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@@ -417,7 +417,7 @@ void GameObject::Update(uint32 diff)
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bool IsBattlegroundTrap = false;
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//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = (float)(goInfo->trap.radius)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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float radius = (float)(goInfo->trap.radius)/3*2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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if (!radius)
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{
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if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
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