diff options
| author | megamage <none@none> | 2009-05-01 21:08:27 -0500 | 
|---|---|---|
| committer | megamage <none@none> | 2009-05-01 21:08:27 -0500 | 
| commit | 8accbc0d09a1efa27a500b2d6a8b9e76ef74c431 (patch) | |
| tree | e9d4297d51fc5fb77e6fa2d892c91836010ece54 | |
| parent | db817d668aab117b3abddcc617610f9a38f66798 (diff) | |
*Fix build.
--HG--
branch : trunk
| -rw-r--r-- | src/game/InstanceData.cpp | 20 | 
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp index 45ff9862b7d..e79a91dc345 100644 --- a/src/game/InstanceData.cpp +++ b/src/game/InstanceData.cpp @@ -57,9 +57,9 @@ void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)          bossInfo->roomDoor.insert(door);          // Room door is only closed when encounter is in progress          if(bossInfo->state == IN_PROGRESS) -            door->SetGoState(1); +            door->SetGoState(GO_STATE_READY);          else -            door->SetGoState(0); +            door->SetGoState(GO_STATE_ACTIVE);      }  } @@ -71,9 +71,9 @@ void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)          bossInfo->passageDoor.insert(door);          // Passage door is only opened when boss is defeated          if(bossInfo->state == DONE) -            door->SetGoState(0); +            door->SetGoState(GO_STATE_ACTIVE);          else -            door->SetGoState(1); +            door->SetGoState(GO_STATE_READY);      }  } @@ -105,23 +105,23 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)          case NOT_STARTED:              // Open all room doors, close all passage doors              for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) -                (*i)->SetGoState(0); +                (*i)->SetGoState(GO_STATE_ACTIVE);              for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i) -                (*i)->SetGoState(1); +                (*i)->SetGoState(GO_STATE_READY);              break;          case IN_PROGRESS:              // Close all doors              for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) -                (*i)->SetGoState(1); +                (*i)->SetGoState(GO_STATE_READY);              for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i) -                (*i)->SetGoState(1); +                (*i)->SetGoState(GO_STATE_READY);              break;          case DONE:              // Open all doors              for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) -                (*i)->SetGoState(0); +                (*i)->SetGoState(GO_STATE_ACTIVE);              for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i) -                (*i)->SetGoState(0); +                (*i)->SetGoState(GO_STATE_ACTIVE);              break;          default:              break;  | 
