diff options
author | Shauren <shauren.trinity@gmail.com> | 2014-09-14 16:14:12 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2014-09-14 16:14:12 +0200 |
commit | a0e50ea35fca61447bf07fc45d93c98234ba59f7 (patch) | |
tree | b4ee69a63866f42e466a3c03fc031ce0710ac762 /src/server/game/Instances/InstanceScript.h | |
parent | ce67a097bf3c0c3241f4441a808e32639ddbaafb (diff) |
Core/Entities: Use ObjectGuid class in game project
Diffstat (limited to 'src/server/game/Instances/InstanceScript.h')
-rw-r--r-- | src/server/game/Instances/InstanceScript.h | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/src/server/game/Instances/InstanceScript.h b/src/server/game/Instances/InstanceScript.h index 41f62cfb5f2..81c6c588297 100644 --- a/src/server/game/Instances/InstanceScript.h +++ b/src/server/game/Instances/InstanceScript.h @@ -35,9 +35,6 @@ class Player; class GameObject; class Creature; -typedef std::set<uint64> DoorSet; -typedef std::set<uint64> MinionSet; - enum EncounterFrameType { ENCOUNTER_FRAME_ENGAGE = 0, @@ -103,8 +100,8 @@ struct BossInfo { BossInfo() : state(TO_BE_DECIDED) { } EncounterState state; - DoorSet door[MAX_DOOR_TYPES]; - MinionSet minion; + GuidSet door[MAX_DOOR_TYPES]; + GuidSet minion; BossBoundaryMap boundary; }; @@ -160,13 +157,13 @@ class InstanceScript : public ZoneScript // Handle open / close objects // * use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts // * use HandleGameObject(GUID, boolen, NULL); in any other script - void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr); + void HandleGameObject(ObjectGuid guid, bool open, GameObject* go = nullptr); // Change active state of doors or buttons - void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false); + void DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime = 0, bool useAlternativeState = false); // Respawns a GO having negative spawntimesecs in gameobject-table - void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE); + void DoRespawnGameObject(ObjectGuid guid, uint32 timeToDespawn = MINUTE); // Sends world state update to all players in instance void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue); |