Scripts/Gundrak: Bridge fix

This commit is contained in:
Shauren
2011-05-29 14:08:54 +02:00
parent 27246db7d5
commit 1d8b298d8e
@@ -443,6 +443,8 @@ public:
GameObject* pDrakkariColossusStatue = instance->GetGameObject(uiDrakkariColossusStatue); GameObject* pDrakkariColossusStatue = instance->GetGameObject(uiDrakkariColossusStatue);
GameObject* pGalDarahStatue = instance->GetGameObject(uiGalDarahStatue); GameObject* pGalDarahStatue = instance->GetGameObject(uiGalDarahStatue);
toActivate = 0;
if (pBridge && pCollision && pSladRanStatue && pMoorabiStatue && pDrakkariColossusStatue && pGalDarahStatue) if (pBridge && pCollision && pSladRanStatue && pMoorabiStatue && pDrakkariColossusStatue && pGalDarahStatue)
{ {
pBridge->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE); pBridge->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
@@ -490,12 +492,13 @@ public:
if (GameObject* statueGO = instance->GetGameObject(toActivate)) if (GameObject* statueGO = instance->GetGameObject(toActivate))
statueGO->SetGoState(GO_STATE_READY); statueGO->SetGoState(GO_STATE_READY);
toActivate = 0;
if (phase == 3) if (phase == 3)
SetData64(DATA_STATUE_ACTIVATE, uiBridge); SetData64(DATA_STATUE_ACTIVATE, uiBridge);
else else
SaveToDB(); // Don't save in between last statue and bridge turning in case of crash leading to stuck instance SaveToDB(); // Don't save in between last statue and bridge turning in case of crash leading to stuck instance
} }
toActivate = 0;
} }
else else
timer -= diff; timer -= diff;