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authorNaios <naios-dev@live.de>2012-09-26 17:46:00 +0200
committerNaios <naios-dev@live.de>2012-10-15 20:31:41 +0200
commit61dce1a02e0092f4ad57dbe05ec74d6dd89df14a (patch)
tree31e510e6b6b2bad4ad03a805dd03b11224e0ffe4 /src/server/game/Instances/InstanceScript.cpp
parentc757f811f265752f2e4dfe1921ace9d7aaf80983 (diff)
Core/PhaseMgr: Implemented Phase Definitions, Terrainswap and multiphasing
* fixes cataclysm aura effect SPELL_AURA_PHASE without phasemasks defined in miscValueA * implements CONDITION_SOURCE_TYPE_PHASE_DEFINITION Thanks to: - Cyberbrest: For the hard research work about multiphasing. - Venugh: He helped me with a lot of strange compile Errors. - Shauren: For the 4.3.4 phaseshift packet. - Booksize: He showed me how terrainswap works Signed-off-by: Naios <naios-dev@live.de>
Diffstat (limited to 'src/server/game/Instances/InstanceScript.cpp')
-rwxr-xr-xsrc/server/game/Instances/InstanceScript.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp
index d967ece9cf2..f14dc3c8b14 100755
--- a/src/server/game/Instances/InstanceScript.cpp
+++ b/src/server/game/Instances/InstanceScript.cpp
@@ -450,3 +450,14 @@ void InstanceScript::UpdateEncounterState(EncounterCreditType type, uint32 credi
}
}
}
+
+void InstanceScript::UpdatePhasing()
+{
+ PhaseUpdateData phaseUdateData;
+ phaseUdateData.AddConditionType(CONDITION_INSTANCE_DATA);
+
+ Map::PlayerList const& players = instance->GetPlayers();
+ for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
+ if (Player* player = itr->getSource())
+ player->GetPhaseMgr().NotifyConditionChanged(phaseUdateData);
+}