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  1.  
  2.         if(m_uiSpikesStart < diff)
  3.         {
  4.             m_uiSpikesStart = 10000;
  5.             m_bSpikes = true;
  6.         }else m_uiSpikesStart -= diff;
  7.  
  8.         if(m_uiSpikesTimer < diff)
  9.         {
  10.             if(m_bSpikes)
  11.             {
  12.                 for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
  13.                 {
  14.                     Player * plr = sObjectMgr.GetPlayer(itr->first);
  15.                     if (!plr)
  16.                         continue;
  17.  
  18.                     const int m_uiObjects[8] = {194583, 194584, 194585, 194587};
  19.  
  20.                     for (int i = 0; i < 8; ++i)
  21.                     {
  22.                         if (GameObject * pPillar = plr->GetClosestGameObjectWithEntry(plr, m_uiObjects[i], 4))
  23.                         {
  24.                             plr->CastSpell(plr, SPELL_BG_RV_OBJECT_TYPE_SPIKES, true);
  25.                         }
  26.                     }
  27.                 }
  28.             }
  29.             m_uiSpikesTimer = 1000;
  30.         }else m_uiSpikesTimer -= diff;
  31.  
  32.         if(m_uiSpikesStop < diff)
  33.         {
  34.             m_uiSpikesStop = 25000;
  35.             m_bSpikes = false;
  36.         }else m_uiSpikesStop -= diff;
  37.     }
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