*Fix the bug that door state of naxx is not loaded.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-13 11:23:50 -05:00
parent f304e31bf2
commit 0e6e4fff64
3 changed files with 5 additions and 3 deletions

View File

@@ -599,6 +599,9 @@ BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
void BossAI::_Reset()
{
if(!me->isAlive())
return;
events.Reset();
summons.DespawnAll();
if(instance)

View File

@@ -125,6 +125,7 @@ void InstanceData::UpdateDoorState(GameObject *door)
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
//sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
}
void InstanceData::AddDoor(GameObject *door, bool add)
@@ -190,6 +191,7 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
if(bossInfo->state == TO_BE_DECIDED) // loading
{
bossInfo->state = state;
//sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
return false;
}
else

View File

@@ -162,9 +162,6 @@ class TRINITY_DLL_SPEC InstanceData : public ZoneScript
std::vector<BossInfo> bosses;
DoorInfoMap doors;
MinionInfoMap minions;
virtual void OnObjectCreate(GameObject *) {}
virtual void OnCreatureCreate(Creature *, uint32 entry) {}
};
#endif