*Fix the bug that door state of naxx is not loaded.
--HG-- branch : trunk
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@@ -599,6 +599,9 @@ BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
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void BossAI::_Reset()
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void BossAI::_Reset()
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{
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{
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if(!me->isAlive())
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return;
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events.Reset();
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events.Reset();
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summons.DespawnAll();
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summons.DespawnAll();
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if(instance)
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if(instance)
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@@ -125,6 +125,7 @@ void InstanceData::UpdateDoorState(GameObject *door)
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}
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}
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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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//sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
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}
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}
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void InstanceData::AddDoor(GameObject *door, bool add)
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void InstanceData::AddDoor(GameObject *door, bool add)
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@@ -190,6 +191,7 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
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if(bossInfo->state == TO_BE_DECIDED) // loading
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if(bossInfo->state == TO_BE_DECIDED) // loading
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{
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{
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bossInfo->state = state;
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bossInfo->state = state;
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//sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
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return false;
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return false;
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}
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}
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else
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else
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@@ -162,9 +162,6 @@ class TRINITY_DLL_SPEC InstanceData : public ZoneScript
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std::vector<BossInfo> bosses;
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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DoorInfoMap doors;
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MinionInfoMap minions;
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MinionInfoMap minions;
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virtual void OnObjectCreate(GameObject *) {}
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virtual void OnCreatureCreate(Creature *, uint32 entry) {}
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};
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};
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#endif
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#endif
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