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 /src/game/InstanceData.cpp | |
parent | db817d668aab117b3abddcc617610f9a38f66798 (diff) |
*Fix build.
--HG--
branch : trunk
Diffstat (limited to 'src/game/InstanceData.cpp')
-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; |