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Jun 19th, 2018
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  1. void BattlegroundDS::PostUpdateImpl(uint32 diff)
  2. {
  3. if (getWaterFallTimer() < diff)
  4. {
  5. if (isWaterFallActive())
  6. {
  7. setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));
  8. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
  9. obj->SetGoState(GO_STATE_READY);
  10. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
  11. obj->SetGoState(GO_STATE_READY);
  12. setWaterFallActive(false);
  13. }
  14. else
  15. {
  16. setWaterFallTimer(BG_DS_WATERFALL_DURATION);
  17. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
  18. obj->SetGoState(GO_STATE_ACTIVE);
  19. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
  20. obj->SetGoState(GO_STATE_ACTIVE);
  21. setWaterFallActive(true);
  22. }
  23. }
  24. else
  25. setWaterFallTimer(getWaterFallTimer() - diff);
  26. }
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