fix(Scripts/RFD): make Belnistrasz's Brazier persist after his despawn (#25782)

This commit is contained in:
Andrew
2026-05-09 12:53:47 -03:00
committed by GitHub
parent 6c4f96de8b
commit 64d0b993a3

View File

@@ -204,7 +204,9 @@ public:
case EVENT_COMPLETE:
{
DoCast(me, SPELL_IDOM_ROOM_CAMERA_SHAKE);
me->SummonGameObject(GO_BELNISTRASZS_BRAZIER, 2577.196f, 947.0781f, 53.16757f, 2.356195f, 0, 0, 0.9238796f, 0.3826832f, 3600);
// Summon via the map so the brazier is not tied to Belnistrasz's
// m_gameObj list and survives his despawn below.
me->GetMap()->SummonGameObject(GO_BELNISTRASZS_BRAZIER, 2577.196f, 947.0781f, 53.16757f, 2.356195f, 0, 0, 0.9238796f, 0.3826832f, 3600);
std::list<WorldObject*> ClusterList;
Acore::AllWorldObjectsInRange objects(me, 50.0f);
Acore::WorldObjectListSearcher<Acore::AllWorldObjectsInRange> searcher(me, ClusterList, objects);
@@ -223,7 +225,7 @@ public:
}
}
instance->SetData(GO_BELNISTRASZS_BRAZIER, DONE);
me->DespawnOrUnsummon();
me->DespawnOrUnsummon(5s);
break;
}
case EVENT_FIREBALL: