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-rw-r--r--src/server/game/Battlefield/Zones/BattlefieldWG.cpp11
-rw-r--r--src/server/game/Battlefield/Zones/BattlefieldWG.h13
2 files changed, 13 insertions, 11 deletions
diff --git a/src/server/game/Battlefield/Zones/BattlefieldWG.cpp b/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
index 0c44ea766a0..81e661bd02c 100644
--- a/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
+++ b/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
@@ -985,13 +985,18 @@ void BattlefieldWG::AddBrokenTower(TeamId team)
}
}
-void BattlefieldWG::ProcessEvent(GameObject *obj, uint32 eventId)
+void BattlefieldWG::ProcessEvent(WorldObject *obj, uint32 eventId)
{
if (!obj || !IsWarTime())
return;
+ // We handle only gameobjects here
+ GameObject* go = obj->ToGameObject();
+ if (!go)
+ return;
+
// On click on titan relic
- if (obj->GetEntry() == BATTLEFIELD_WG_GAMEOBJECT_TITAN_RELIC)
+ if (go->GetEntry() == BATTLEFIELD_WG_GAMEOBJECT_TITAN_RELIC)
{
// Check that the door is break
if (m_CanClickOnOrb)
@@ -1003,7 +1008,7 @@ void BattlefieldWG::ProcessEvent(GameObject *obj, uint32 eventId)
// if destroy or damage event, search the wall/tower and update worldstate/send warning message
for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
{
- if (obj->GetEntry() == (*itr)->m_Build->GetEntry())
+ if (go->GetEntry() == (*itr)->m_Build->GetEntry())
{
if ((*itr)->m_Build->GetGOInfo()->building.damagedEvent == eventId)
(*itr)->Damaged();
diff --git a/src/server/game/Battlefield/Zones/BattlefieldWG.h b/src/server/game/Battlefield/Zones/BattlefieldWG.h
index 1e3d7a93d94..74974041fa4 100644
--- a/src/server/game/Battlefield/Zones/BattlefieldWG.h
+++ b/src/server/game/Battlefield/Zones/BattlefieldWG.h
@@ -412,7 +412,7 @@ class BattlefieldWG : public Battlefield
void PromotePlayer(Player *killer);
void UpdateTenacity();
- void ProcessEvent(GameObject *obj, uint32 eventId);
+ void ProcessEvent(WorldObject *obj, uint32 eventId);
protected:
bool m_CanClickOnOrb;
@@ -1366,7 +1366,7 @@ struct BfWGGameObjectBuilding
}
// Rebuild gameobject
- m_Build->Rebuild();
+ m_Build->SetDestructibleState(GO_DESTRUCTIBLE_REBUILDING, NULL, true);
// Update worldstate
m_State = BATTLEFIELD_WG_OBJECTSTATE_ALLIANCE_INTACT - (m_Team * 3);
@@ -1469,18 +1469,15 @@ struct BfWGGameObjectBuilding
{
case BATTLEFIELD_WG_OBJECTSTATE_ALLIANCE_INTACT:
case BATTLEFIELD_WG_OBJECTSTATE_HORDE_INTACT:
- m_Build->Rebuild();
+ m_Build->SetDestructibleState(GO_DESTRUCTIBLE_REBUILDING, NULL, true);
break;
case BATTLEFIELD_WG_OBJECTSTATE_ALLIANCE_DESTROY:
case BATTLEFIELD_WG_OBJECTSTATE_HORDE_DESTROY:
- m_Build->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
- m_Build->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
- m_Build->SetUInt32Value(GAMEOBJECT_DISPLAYID, m_Build->GetGOInfo()->building.destroyedDisplayId);
+ m_Build->SetDestructibleState(GO_DESTRUCTIBLE_DESTROYED);
break;
case BATTLEFIELD_WG_OBJECTSTATE_ALLIANCE_DAMAGE:
case BATTLEFIELD_WG_OBJECTSTATE_HORDE_DAMAGE:
- m_Build->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
- m_Build->SetUInt32Value(GAMEOBJECT_DISPLAYID, m_Build->GetGOInfo()->building.damagedDisplayId);
+ m_Build->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
break;
}
}