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https://github.com/TrinityCore/TrinityCore.git
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*Update instance script functions.
--HG-- branch : trunk
This commit is contained in:
@@ -49,47 +49,47 @@ bool InstanceData::IsEncounterInProgress() const
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return false;
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}
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void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
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//This will be removed in the future, just compitiable with Mangos
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void InstanceData::OnCreatureCreate(Creature *creature, bool add)
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{
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OnCreatureCreate(creature, creature->GetEntry(), add);
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}
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void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
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{
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if(id < bosses.size())
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->roomDoor.insert(door);
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// Room door is only closed when encounter is in progress
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if(bossInfo->state == IN_PROGRESS)
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door->SetGoState(GO_STATE_READY);
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if(add)
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->roomDoor.insert(door);
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// Room door is only closed when encounter is in progress
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if(bossInfo->state == IN_PROGRESS)
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door->SetGoState(GO_STATE_READY);
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else
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door->SetGoState(GO_STATE_ACTIVE);
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}
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else
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door->SetGoState(GO_STATE_ACTIVE);
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bosses[id].roomDoor.erase(door);
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}
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}
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void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
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void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
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{
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if(id < bosses.size())
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->passageDoor.insert(door);
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// Passage door is only opened when boss is defeated
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if(bossInfo->state == DONE)
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door->SetGoState(GO_STATE_ACTIVE);
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if(add)
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->passageDoor.insert(door);
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// Passage door is only opened when boss is defeated
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if(bossInfo->state == DONE)
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door->SetGoState(GO_STATE_ACTIVE);
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else
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door->SetGoState(GO_STATE_READY);
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}
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else
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door->SetGoState(GO_STATE_READY);
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}
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}
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void InstanceData::RemoveBossRoomDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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{
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bosses[id].roomDoor.erase(door);
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}
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}
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void InstanceData::RemoveBossPassageDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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{
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bosses[id].passageDoor.erase(door);
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bosses[id].passageDoor.erase(door);
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}
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}
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@@ -98,7 +98,6 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
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if(id < bosses.size())
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->state = state;
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switch(state)
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{
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