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- 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->SetGoAnimProgress(GO_STATE_READY);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
- obj->SetGoAnimProgress(GO_STATE_READY);
- //for (uint32 i = BG_DS_OBJECT_WATER_1; i <= BG_DS_OBJECT_WATER_2; ++i)
- // (*itr)
- setWaterFallActive(false);
- }
- else
- {
- setWaterFallTimer(BG_DS_WATERFALL_DURATION);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_1))
- obj->SetGoAnimProgress(GO_STATE_ACTIVE);
- if (GameObject* obj = GetBGObject(BG_DS_OBJECT_WATER_2))
- obj->SetGoAnimProgress(GO_STATE_ACTIVE);
- // for (uint32 i = BG_DS_OBJECT_WATER_1; i <= BG_DS_OBJECT_WATER_2; ++i)
- // SpawnBGObject(i, RESPAWN_IMMEDIATELY);
- setWaterFallActive(true);
- }
- }
- else
- setWaterFallTimer(getWaterFallTimer() - diff);
- }
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