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Jan 12th, 2018
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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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