From 8ba0c75e1b94e43cf18d97760d2cfa0dbc707bc2 Mon Sep 17 00:00:00 2001 From: Andrew <47818697+Nyeriah@users.noreply.github.com> Date: Tue, 16 Jun 2026 22:17:24 -0300 Subject: [PATCH] fix(Scripts/Ulduar): Razorscale rebuilds turrets in correct left-to-right order (#26243) Co-authored-by: Claude Opus 4.8 --- src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp index 632a1e88b..02e774ce5 100644 --- a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp +++ b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp @@ -819,6 +819,8 @@ struct npc_ulduar_expedition_engineer : public NullCreatureAI std::list hfsList; me->GetCreaturesWithEntryInRange(hfsList, 300.0f, NPC_HARPOON_FIRE_STATE); + // Rebuild the turrets left-to-right (1 -> 4) instead of in grid/spawn order + hfsList.sort([](Creature const* a, Creature const* b) { return a->GetPositionX() < b->GetPositionX(); }); for (Creature* fs : hfsList) if (!fs->AI()->GetData(2)) {