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authorRat <none@none>2009-04-04 18:07:05 +0200
committerRat <none@none>2009-04-04 18:07:05 +0200
commit3fd4f3d4b342a838b312ecc6bee4837c9a5584dd (patch)
tree5b30d9b9e697bc45f1e8959326995d50a4be0821 /src/game/InstanceData.cpp
parent1f9efc82ca07ca2d2306f4b5c1887e9024f1b307 (diff)
*added HandleGameObject function to instance, use this to simply open/close doors from scripts
--HG-- branch : trunk
Diffstat (limited to 'src/game/InstanceData.cpp')
-rw-r--r--src/game/InstanceData.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 28145973bc0..ac607bfd7ac 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -30,3 +30,13 @@ void InstanceData::SaveToDB()
CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
}
+void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
+{
+ if(!go)
+ go = instance->GetGameObjectInMap(GUID);
+ if(go)
+ go->SetGoState(open ? 0 : 1);
+ else
+ debug_log("SD2: InstanceData: HandleGameObject failed");
+}
+