Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- void BattlegroundDS::PostUpdateImpl(uint32 diff)
- {
- if (getWaterFallTimer() < diff)
- {
- if (isWaterFallActive())
- {
- setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
- obj->SetGoState(GO_STATE_READY);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
- obj->SetGoState(GO_STATE_READY);
- setWaterFallActive(false);
- }
- else
- {
- setWaterFallTimer(BG_DS_WATERFALL_DURATION);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
- obj->SetGoState(GO_STATE_ACTIVE);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
- obj->SetGoState(GO_STATE_ACTIVE);
- setWaterFallActive(true);
- }
- }
- else
- setWaterFallTimer(getWaterFallTimer() - diff);
- }
Add Comment
Please, Sign In to add comment