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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->SetGoAnimProgress(GO_STATE_READY);
  10. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
  11. obj->SetGoAnimProgress(GO_STATE_READY);
  12. //for (uint32 i = BG_DS_OBJECT_WATER_1; i <= BG_DS_OBJECT_WATER_2; ++i)
  13. // (*itr)
  14. setWaterFallActive(false);
  15. }
  16. else
  17. {
  18. setWaterFallTimer(BG_DS_WATERFALL_DURATION);
  19. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
  20. obj->SetGoAnimProgress(GO_STATE_ACTIVE);
  21. if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
  22. obj->SetGoAnimProgress(GO_STATE_ACTIVE);
  23. // for (uint32 i = BG_DS_OBJECT_WATER_1; i <= BG_DS_OBJECT_WATER_2; ++i)
  24. // SpawnBGObject(i, RESPAWN_IMMEDIATELY);
  25. setWaterFallActive(true);
  26. }
  27. }
  28. else
  29. setWaterFallTimer(getWaterFallTimer() - diff);
  30. }
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