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-rw-r--r--src/game/InstanceData.cpp20
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;