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https://github.com/mangosfour/server.git
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[7715] Provided way for scripts set alternative gameobject state for client show.
Also use enum for gsmeobject states.
This commit is contained in:
parent
1ec21cfb71
commit
c2e6dd20dd
10 changed files with 80 additions and 53 deletions
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@ -1324,7 +1324,7 @@ bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float
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// so we must create it specific for this instance
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GameObject * go = new GameObject;
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if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,
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PHASEMASK_NORMAL, x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1))
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PHASEMASK_NORMAL, x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,GO_STATE_READY))
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{
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sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry);
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sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry);
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@ -1367,7 +1367,7 @@ void BattleGround::DoorClose(uint32 type)
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if (obj)
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{
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//if doors are open, close it
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if (obj->getLootState() == GO_ACTIVATED && !obj->GetGoState())
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if (obj->getLootState() == GO_ACTIVATED && obj->GetGoState() != GO_STATE_READY)
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{
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//change state to allow door to be closed
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obj->SetLootState(GO_READY);
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@ -88,7 +88,7 @@ void GameObject::RemoveFromWorld()
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Object::RemoveFromWorld();
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}
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state)
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state)
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{
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Relocate(x,y,z,ang);
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SetMapId(map->GetId());
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@ -188,7 +188,7 @@ void GameObject::Update(uint32 /*p_time*/)
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Unit* caster = GetOwner();
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if(caster && caster->GetTypeId()==TYPEID_PLAYER)
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{
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SetGoState(0);
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SetGoState(GO_STATE_ACTIVE);
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SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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UpdateData udata;
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@ -246,11 +246,11 @@ void GameObject::Update(uint32 /*p_time*/)
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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//we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
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if( !GetGoState() )
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SwitchDoorOrButton(false);
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if (GetGoState() != GO_STATE_READY)
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ResetDoorOrButton();
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//flags in AB are type_button and we need to add them here so no break!
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default:
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if(!m_spawnedByDefault) // despawn timer
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if (!m_spawnedByDefault) // despawn timer
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{
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// can be despawned or destroyed
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SetLootState(GO_JUST_DEACTIVATED);
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@ -368,11 +368,8 @@ void GameObject::Update(uint32 /*p_time*/)
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{
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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if(GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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{
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SwitchDoorOrButton(false);
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SetLootState(GO_JUST_DEACTIVATED);
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}
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if (GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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ResetDoorOrButton();
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break;
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}
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break;
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@ -460,7 +457,7 @@ void GameObject::Delete()
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{
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SendObjectDeSpawnAnim(GetGUID());
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SetGoState(1);
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SetGoState(GO_STATE_READY);
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
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uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
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@ -545,8 +542,8 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
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<< m_respawnDelayTime << ", "
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<< (uint32)GetGoAnimProgress() << ", "
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<< (uint32)GetGoState() << ")";
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<< uint32(GetGoAnimProgress()) << ", "
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<< uint32(GetGoState()) << ")";
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WorldDatabase.BeginTransaction();
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WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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@ -578,7 +575,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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float rotation3 = data->rotation3;
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uint32 animprogress = data->animprogress;
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uint32 go_state = data->go_state;
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GOState go_state = data->go_state;
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m_DBTableGuid = guid;
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if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
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@ -813,7 +810,17 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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return ok;
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}
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void GameObject::UseDoorOrButton(uint32 time_to_restore)
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void GameObject::ResetDoorOrButton()
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{
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if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
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return;
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SwitchDoorOrButton(false);
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SetLootState(GO_JUST_DEACTIVATED);
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m_cooldownTime = 0;
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}
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void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
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{
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if(m_lootState != GO_READY)
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return;
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@ -821,24 +828,23 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore)
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if(!time_to_restore)
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time_to_restore = GetAutoCloseTime();
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SwitchDoorOrButton(true);
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SwitchDoorOrButton(true,alternative);
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SetLootState(GO_ACTIVATED);
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m_cooldownTime = time(NULL) + time_to_restore;
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}
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void GameObject::SwitchDoorOrButton(bool activate)
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void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
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{
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if(activate)
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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else
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RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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if(GetGoState()) //if closed -> open
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SetGoState(0);
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if(GetGoState() == GO_STATE_READY) //if closed -> open
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SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
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else //if open -> close
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SetGoState(1);
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SetGoState(GO_STATE_READY);
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}
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void GameObject::Use(Unit* user)
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@ -366,12 +366,29 @@ struct GameObjectInfo
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uint32 ScriptId;
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};
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// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
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#if defined( __GNUC__ )
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#pragma pack()
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#else
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#pragma pack(pop)
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#endif
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struct GameObjectLocale
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{
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std::vector<std::string> Name;
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std::vector<std::string> CastBarCaption;
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};
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// client side GO show states
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enum GOState
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{
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GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
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GO_STATE_READY = 1, // show in world as ready (closed door close)
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GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
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};
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#define MAX_GO_STATE 3
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// from `gameobject`
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struct GameObjectData
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{
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@ -388,17 +405,10 @@ struct GameObjectData
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float rotation3;
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int32 spawntimesecs;
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uint32 animprogress;
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uint32 go_state;
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GOState go_state;
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uint8 spawnMask;
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};
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// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
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#if defined( __GNUC__ )
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#pragma pack()
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#else
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#pragma pack(pop)
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#endif
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// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
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// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
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// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
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@ -425,7 +435,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void AddToWorld();
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void RemoveFromWorld();
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bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state);
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bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state);
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void Update(uint32 p_time);
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GameObjectInfo const* GetGOInfo() const;
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@ -456,7 +466,6 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
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bool LoadFromDB(uint32 guid, Map *map);
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void DeleteFromDB();
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void SetLootState(LootState s) { m_lootState = s; }
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static uint32 GetLootId(GameObjectInfo const* info);
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uint32 GetLootId() const { return GetLootId(GetGOInfo()); }
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uint32 GetLockId() const
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@ -523,8 +532,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void getFishLoot(Loot *loot, Player* loot_owner);
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GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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uint8 GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1, 0); }
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void SetGoState(uint8 state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
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GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
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uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); }
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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@ -533,6 +542,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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void Use(Unit* user);
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LootState getLootState() const { return m_lootState; }
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void SetLootState(LootState s) { m_lootState = s; }
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void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
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bool IsInSkillupList(uint32 PlayerGuidLow) const
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@ -556,7 +566,10 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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bool hasQuest(uint32 quest_id) const;
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bool hasInvolvedQuest(uint32 quest_id) const;
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bool ActivateToQuest(Player *pTarget) const;
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void UseDoorOrButton(uint32 time_to_restore = 0); // 0 = use `gameobject`.`spawntimesecs`
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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// 0 = use `gameobject`.`spawntimesecs`
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uint32 GetLinkedGameObjectEntry() const
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{
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@ -611,7 +624,7 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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uint32 m_DBTableGuid; ///< For new or temporary gameobjects is 0 for saved it is lowguid
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GameObjectInfo const* m_goInfo;
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private:
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void SwitchDoorOrButton(bool activate);
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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GridReference<GameObject> m_gridRef;
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};
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@ -740,7 +740,7 @@ bool ChatHandler::HandleGameObjectAddCommand(const char* args)
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GameObject* pGameObj = new GameObject;
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uint32 db_lowGUID = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
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if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
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{
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delete pGameObj;
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return false;
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@ -1081,7 +1081,15 @@ void ObjectMgr::LoadGameobjects()
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data.rotation3 = fields[10].GetFloat();
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data.spawntimesecs = fields[11].GetInt32();
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data.animprogress = fields[12].GetUInt32();
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data.go_state = fields[13].GetUInt32();
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uint32 go_state = fields[13].GetUInt32();
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if (go_state >= MAX_GO_STATE)
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid `state` (%u) value, skip",guid,data.id,go_state);
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continue;
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}
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data.go_state = GOState(go_state);
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data.spawnMask = fields[14].GetUInt8();
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data.phaseMask = fields[15].GetUInt16();
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int16 gameEvent = fields[16].GetInt16();
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@ -3406,7 +3406,7 @@ void Aura::HandleAuraModStun(bool apply, bool Real)
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{
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GameObject* pObj = new GameObject;
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if(pObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 185584, m_target->GetMap(), m_target->GetPhaseMask(),
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m_target->GetPositionX(), m_target->GetPositionY(), m_target->GetPositionZ(), m_target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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m_target->GetPositionX(), m_target->GetPositionY(), m_target->GetPositionZ(), m_target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
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{
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pObj->SetRespawnTime(GetAuraDuration()/IN_MILISECONDS);
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pObj->SetSpellId(GetId());
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@ -793,7 +793,7 @@ void Spell::EffectDummy(uint32 i)
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// create before death for get proper coordinates
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 179644, map, m_caster->GetPhaseMask(),
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creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(),
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creatureTarget->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1) )
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creatureTarget->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY) )
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{
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delete pGameObj;
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return;
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@ -4558,7 +4558,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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Map *map = target->GetMap();
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), gameobject_id, map,
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
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{
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delete pGameObj;
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return;
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@ -4606,7 +4606,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
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{
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linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
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linkedGO->SetSpellId(m_spellInfo->Id);
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@ -5260,7 +5260,7 @@ void Spell::EffectDuel(uint32 i)
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m_caster->GetPositionX()+(unitTarget->GetPositionX()-m_caster->GetPositionX())/2 ,
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m_caster->GetPositionY()+(unitTarget->GetPositionY()-m_caster->GetPositionY())/2 ,
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m_caster->GetPositionZ(),
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m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
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{
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delete pGameObj;
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return;
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@ -5649,7 +5649,7 @@ void Spell::EffectSummonObject(uint32 i)
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Map *map = m_caster->GetMap();
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), go_id, map,
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m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
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{
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delete pGameObj;
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return;
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@ -6239,7 +6239,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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GameObject* pGameObj = new GameObject;
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), name_id, cMap,
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
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{
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delete pGameObj;
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return;
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@ -6306,7 +6306,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,
|
||||
m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
|
||||
m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
|
||||
{
|
||||
linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
|
||||
linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, m_caster->getLevel() );
|
||||
|
|
|
|||
|
|
@ -172,7 +172,7 @@ bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z,
|
|||
|
||||
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
|
||||
|
||||
SetGoState(1);
|
||||
SetGoState(GO_STATE_READY);
|
||||
SetGoType(GameobjectTypes(goinfo->type));
|
||||
|
||||
SetGoAnimProgress(animprogress);
|
||||
|
|
|
|||
|
|
@ -2000,18 +2000,18 @@ void World::ScriptsProcess()
|
|||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, object_checker, *caster->GetMap());
|
||||
|
||||
if ( !door )
|
||||
if (!door)
|
||||
{
|
||||
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for gameobject(guid: %u).", step.script->datalong);
|
||||
break;
|
||||
}
|
||||
if ( door->GetGoType() != GAMEOBJECT_TYPE_DOOR )
|
||||
if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR)
|
||||
{
|
||||
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for non-door(GoType: %u).", door->GetGoType());
|
||||
break;
|
||||
}
|
||||
|
||||
if( !door->GetGoState() )
|
||||
if (door->GetGoState() != GO_STATE_READY)
|
||||
break; //door already open
|
||||
|
||||
door->UseDoorOrButton(time_to_close);
|
||||
|
|
@ -2067,7 +2067,7 @@ void World::ScriptsProcess()
|
|||
break;
|
||||
}
|
||||
|
||||
if( door->GetGoState() )
|
||||
if( door->GetGoState() == GO_STATE_READY )
|
||||
break; //door already closed
|
||||
|
||||
door->UseDoorOrButton(time_to_open);
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "7714"
|
||||
#define REVISION_NR "7715"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue